Browse > Article
http://dx.doi.org/10.14400/JDC.2017.15.8.409

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis  

Choi, Woo-Seok (Dept. of Game & Film Contents, Youngsan University)
Publication Information
Journal of Digital Convergence / v.15, no.8, 2017 , pp. 409-416 More about this Journal
Abstract
The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.
Keywords
Game; Serious Game; Experience Game; Usefulness and Fun; Case Analysis;
Citations & Related Records
Times Cited By KSCI : 6  (Citation Analysis)
연도 인용수 순위
1 Yong-Young Kim, Mi-Hye Kim, "A Study on Social Interaction Factors Influencing on Excessive Online Game Usage", Journal of Digital Convergence, Vol.14, No.1, p.388. 2016.
2 Hyeon-Hong Min, Gee-Hyum Hwang, "The effect of Privacy Factors on the Provision Intention of Individual Information from the SNS Users", Journal of Digital Convergence, Vol.4, No.12, pp.2-3. 2016.
3 Kyoung-Nam Kim, Myoun-Jae Lee, Dae young Kim, "A Study on Development Methods of Serious Game", Journal of Fusion Science, Vol.2, No.2, p.21. 2011.
4 Hyung-Sub Kim, "A Study on Development Methodology of Web-based Business Simulation Game", Journal of Digital Convergence, Vol.15, No.1, pp.53-60, 2017.   DOI
5 Dong-sup Youm, "The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game", Journal of Digital Convergence, Vol.15, No.1, pp.453-459. 2017.   DOI
6 Ki-Suk Kim, Hyung-Won Jung, "Leadership Experience through Guild Activities on Online Games", Journal of Digital Convergence, Vol.14, No.6, p.416. 2016.
7 Korea Content Agency, "A Study on the Present Status and Activation Plan of Serious Game", Korea Content Agency, 2013.
8 Korea Content Agency, "Domestic Serious Game Project Survey and Case Study", Korea Content Agency, 2014.
9 W Lee, "A Functionality for New Trends of Game Industry", SERI Management Note, No.12, pp.2-11, 2009.
10 Heog-ln Kwon, Jeong-Eun Park, Yong-Seok Choi, Chang-Hoon Lee, "A Study on functional effect of game classification and measurement item", Journal of Korea Computer Game Society, Vol.24, No.1, p.159, 2011.
11 Chun-Ho Yi, Tae-Yong Kim, "Serious game design by analysis of correlation between purpose and entertainment", Journal of Korea Computer Game Society, Vol.4, No.22, pp.8-9, 2010.
12 Myeon-Jae Lee, "Serious Game Development Trend Comparison Analysis", Journal of Information Processing, Vol.17, No.1, pp.34-35, 2010.
13 Sang-Ho Lee, Mi-yea Shin, "Management Plan for Mobile Contents Bypassing In App Billing Application", Journal of IT Convergence Society for SMB, Vol.5, No.3, p.21, 2015.
14 Heog-ln Kwon, Jeong-Eun Park, Yong-Seok Choi, Chang-Hoon Lee, "A Study on functional effect of game classification and measurement item", Journal of Korea Computer Game Society, Vol.24, No.1, p.159, 2011.
15 Korea Content Agency, "A Study on the Present Status and Activation Plan of Serious Game", Korea Content Agency, p.7, 2013.
16 Korea Content Agency, "A Study on the Present Status and Activation Plan of Serious Game", Korea Content Agency, p.7, 2013.
17 www.sgseurope.com/health.php?