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http://dx.doi.org/10.7583/JKGS.2018.18.6.39

Study on Healing Game based on Lazzro's 'Four Keys to Fun'  

Kang, Ho-In (School of Information Technology, Sungshin Women's University)
Byun, Hae-Won (School of Information Technology, Sungshin Women's University)
Abstract
Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.
Keywords
Healing Game; 4 Keys to Fun; Mobile Healing Game; Console Healing Game; Game Analysis;
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