Browse > Article
http://dx.doi.org/10.7583/JKGS.2012.12.2.031

Psycho-therapeutic Elements in Serious Game for Therapy  

Yoon, Seon-Jeong (Dept. of Digital Contents, Dongseo University)
Ryu, Mi-Young (Subdivision of Computer Information, Kyungnam College of Information)
Abstract
The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.
Keywords
Serious Game; Serious Game for Therapy; game elements for Psychological Therapy;
Citations & Related Records
연도 인용수 순위
  • Reference
1 한국콘텐츠진흥원, 2010 대한민국 게임백서.
2 민경옥, 박래준, 질환별 물리치료, 대학서림, 1989.
3 T.E. Linehan and A.J. Blanchard, "HUMINT-War Gaming Trainer", US Joint Forces Command, 2006-2008.
4 T. W. Malone and M. R. Lepper, "Making learning fun: A Taxonomy of Intrinsic Motivations for Learning", in Aptitude, Learning and Instruction, vol.3, pp223-253, 1987.
5 이연숙, 힐링콘텐츠 개념을 적용한 정신치료용 힐링게임 연구, 국민대학교 디지털미디어 디자인학과 박사학위 논문, 2007.
6 장재영, 뇌졸중 환자의 재활 훈련을 위한 게임 연구, 광운대학교 정보통신대학원 석사학위 논문, 2006.
7 이희정, 중학교 3-1 교과서에 실린 시의 심리 치료적 요소 분석, 경희대학교 교육대학원, 2011.
8 정현희, 실제 적용 중심의 미술치료, 학지사, 2006.
9 이음세움 심리상담센터, www.eeumseum.co.kr
10 김정언, 놀이치료실의 환경 구성 실태에 관한 연구, 숙명여자대학교 대학원 석사학위 논문, 2001.
11 Paolo Taje, "Gameplay Deconstruction: Elements and Layers", site Game Career Guide, 2007.
12 이춘호, 김태용, "기능성 게임에서 목적성과 재미성의 상관관계 분석을 활용한 효율적인 제작 방법 연구", 한국컴퓨터게임학회 논문지, 제4권, 제22호, pp.7-16, 2010.
13 "게임, 오락을 넘어 치료 도구로 발전하다", http://www.docdocdoc.co.kr/news/newsview.php?newscd=2012021700015(청년의사), 2012.2.
14 이영미, ADHD 아동의 통합놀이치료 효과, 숙명여자대학교 대학원 박사학위 논문, 2003.