Browse > Article
http://dx.doi.org/10.7583/JKGS.2019.19.4.37

A Review on Domestic Game Research for The Elderly  

Jang, YeiBeech (Dept. of Culture and Contents, Ajou University)
Abstract
This study aimed at reviewing research trends and issues of domestic game studies for the elderly. Total 41 KCI papers were chosen for the final analysis and the author explored the research subjects, research fields, and research methods. Results showed that the majority of research subjects were game development and game effects. It was also found that most of the research has been done in interdisciplinary and engineering fields. In terms of research methods, game development and experiment were most popular and widely used methods. By summarizing the important terms, major research issues of game studies for the elderly were explored in conclusion and discussion.
Keywords
Game; Game Research; Elderly; Research Trends;
Citations & Related Records
Times Cited By KSCI : 19  (Citation Analysis)
연도 인용수 순위
1 Woo-Jae Kim, Ji-Hun Lee, "Game Development for Education for Old mans' Forefinger Ability Elevation", Journal of The Korean Society for Computer Game, Vol. 21, pp41-46, 2010.
2 Kyung-Sik Kim, Yoon-Jung Lee, "A study on the development of VR games for experiencing presbyopia and the effect analysis of their experiences", Journal of Korea Game Society, Vol. 19, No. 2, pp123-134, 2019.   DOI
3 Min-Jae Lee, Sun-Min Lee, "Effect of board game program on depression and quality of the life for elderly with stroke", Journal of Special Education & Rehab ilitation Science, Vol. 54, No. 3, pp235-249, 2015.
4 Tae-Suk Kihl, Seok-Jin Chang, "A analysis on effect of rhythm action game for improvement of geriatric depression and self-esteem of elderly patients", Journal of The Korean Society for Computer Game, Vol. 25, No. 3, pp93-103, 2012.
5 Seok-Jin Chang, Tae-Suk Kihl, "The effects of music game therapy on cognition function, depression and self-esteem of elderly patients, Journal of The Korean Society for Computer Game, Vol. 25, No. 3, pp117-127, 2012.
6 Sung-Woon Kim, Woo-Cheol Kim, Han-Cheol Kim, "The effects of exercise video game on elderly adults' exercise self-efficacy and self-perceived health status", Korean Society of Sport Psychology, Vol. 30, No. 1, pp33-42, 2019.   DOI
7 Jung-Ok Yu, Jung-Soon Kim, "Effects of a physical activity program using exergame with elderly women", Journal of Korean Academy of Nursing, Vol. 45, No. 1, pp84-96, 2015.   DOI
8 Young-Youl You, Byoung-Hee Lee, "Effect of Balance Ability in the Eldery Women of Motion-based Game Exercise Program and Stretching Exercise Program", Journal of the Korean Society of Physical Medicine, Vol. 5, No. 4, pp667-674, 2011.
9 Ji-Seol Lee, "Motion-based dance game's effect on the balance ability of the elderly Women", Journal of Convergence for Information Technology, Vol. 8, No. 4, pp73-80, 2018.   DOI
10 So-Young Hong, "Effectiveness of balance training based on virtual reality game for the elderly", Korean Journal of Occupational Therapy, Vol. 18, No. 1, pp55-64, 2010.
11 Kyung-Choon Lim, Min-Ho Chun, "The effects of a functional game (Rejuvenescent Village) for older Koreans' cognitive function, instrumental activities of daily living, depression, and life satisfaction", Journal of korean biological nursing science, Vol. 18, No. 4, pp296-304, 2016.   DOI
12 Joon-Hee Ahn, "Effects of computer/internet game play on depression and life satisfaction among the elderly: Mediating effects of perceived self-control", The Journal of the Korea Contents Association, Vol. 11, No. 7, pp406-417, 2011.   DOI
13 Gyong-Ran Jeon, "Analysis on the Trends and Characteristics of the Game Studies in Korea", Humanities Contents, Vol. 18, pp197-255, 2010.
14 Gyong-Ran Jeon, "Meta-analysis on game studies in the field of humanities and social science", Journal of Cybercommunication Academic Society, Vol. 27, No. 3, pp126-176, 2010.
15 Sung-Jin Kim, Mi-Jin Kim, "Serious game design for the elderly using arcade game machines", The Journal of the Korea Contents Association, Vol. 9, No. 7, pp9-18, 2009.   DOI
16 Korea Creative Content Agency(KOCCA), Game User Status Survey Report, 2018.
17 Ministry of Health and Welfare, http://www.mohw.go.kr
18 Su-Youn Park, Joo-Hyeon Lee, "An exploratory study on smart wearable and game service design for u-silver generation: U-Hospital solution for the induction of interest to carry out personalized exercise prescription", Science of Emotion & Sensibility, Vol. 22, No. 1, pp23-34, 2019.   DOI
19 Tae-Suk Kihl, Bum-Jung Kim, "Design of dance game using wearable device for older adults", Journal of The Korean Society for Computer Game, Vol. 32, No. 1, pp11-18, 2019.   DOI
20 Eun-Jung Kim, "A study on planning storytelling of the motion-based serious game for the elderly : Focusing on the ", Journal of The Korean Society for Computer Game, Vol. 31, No. 2, pp121-130, 2018.
21 Ji-Hyuk Kwon, Seung-Kook Baik, "Semiotic analysis of smart application-based game contents for silver generation", The Journal of Information Technology and Architecture, Vol. 13, No. 2, pp307-316, 2016.
22 Hyun-Jeong Kim, "A study on direction for universal design of serious game for the elderly - Focused on comparative analysis on characteristic of serious game cases according to target user groups", Journal of the Korean Society of Design Culture, Vol. 23, No. 4, pp261-272, 2017.   DOI
23 Ghee-Young Noh, Beom Cheol Son, "Effect of natural user interface on game experience and emotional responses for the elderly, The Korean Society for Computer Game, Vol. 27, No. 2, pp119-129, 2014.
24 Kyung-Choon Lim, Yoon-Jung Lee, Joon-Hee Ahn, "Analysis for the Correlations between Health Problems and Computer Game Needs in the Elderly", The Journal of the Korea Contents Association, Vol. 9, No. 11, pp475-486, 2009.   DOI
25 Kyung-Choon Lim, "Correlates of body mass index, perceived health status, and the needs of functional games for the elderly in Korea", Journal of Korean Biological Nursing Science, Vol. 17, No. 1, pp60-70, 2015.   DOI
26 Yeon-Jeong Kim, Hyun-Sik Park, "A study on senior friendly function game industry and culture contents technology(CT) R&D development process", Journal of Digital Convergence, Vol. 7, No. 4, pp57-66, 2009.
27 Eun-Seok Kim, "A Method of Functional Game Design for the Silver Generation", Vol. 13, No. 1, pp143-152, 2010.
28 Jin-Sook Yang, Su-Jung Cha, "A Study of the Educational Value and Potential Utilization of an ICT-based (Information Communication Technology) Dance Game for the New Silver Generation", The Journal of Korean Dance, Vol. 23, No. 2, pp89-120, 2016.
29 Nae-Hyun Lee, "A study on interdisciplinary needs for the development of curriculum Development Methodology of Serious Games with GeronTechnology, Journal of Korea Game Society, Vol. 11, No. 2, pp151-160, 2011.   DOI
30 Won-Sun Lee, Seong-Ah Chin, "A Serious Game Preventing Elderly People from Brain Illness using Natural Finger Interaction Enhancement and Fumanet Exercise", Journal of The Korean Society for Computer Game, Vol. 28, No. 2, pp37-42, 2015.
31 Tae-Doo Hwang et al, "Games for elderly people using u-Table", Journal of the Korea Computer Graphics Society, Vol. 13, No. 4, pp13-19, 2007.   DOI
32 Tae-Hong Ahn, Yu-Jeong Kim, Seoung Uk Wie, "The effect of game-based serious contents on self-efficacy and cognitive function in elderly diabetic patients", Journal of Korea Game Society, Vol. 17, No. 4, pp149-160, 2017.   DOI
33 Kyung-Sik Kim, Seong-Suk Oh, Joon-Hee Ahn, Jin-Ho Ahn, "Development and analysis of a walking game using controllers of armrests and footboards (Title: Paldokangsan)", Journal of Korea Game Society, Vol. 11, No. 6, pp43-52, 2011.   DOI
34 Kyung-Sik Kim, Yoon-Jung Lee, Doo-Nam Oh, "Usability test of 'Paldokangsan3' a walking game for the elderly", Journal of Korea Game Society, Vol. 15, No. 1, pp145-154, 2015.   DOI
35 Korea Welfare Info-Communications Association (KWICA), A Study on ICT Adoption and Use of the Aged and Policy Approaches to Improve Digital Welfare, 2016.
36 Jeong-Shin An, "Research on understanding of game information for the elderly", The Korean Society of Community Living Science, Vol. 19, No. 2, pp235-244, 2008.
37 Kyung-Sik Kim, Seung-Seob Lee, Tae-Hyung Kim, "Development of 'Paldokangsan4', a walking game for the elderly using 'Kinect2'", Journal of Korea Game Society, Vol. 16, No. 5, pp149-158, 2016.   DOI
38 YoonJung Lee, Joon-Hee Ahn, Kyung-Choon Lim, "Analysis of the needs of middle and elder generation on serious game", The Journal of the Korea Contents Association for the Elderly, Vol. 9, No. 10, pp75-101, 2009.
39 Yeon-Jeong Kim, "The information leisure activity of the aging generation and the analysis of meaning", Journal of Korean Family Resource Management Association, Vol. 14, No. 4, pp323-340, 2010.
40 Kyung-Sik Kim, Yoon-Jung Lee, Seong-Suk Oh, "Development and analysis of a walking game 'Paldokangsan3' using Kinect", Journal of Korea Game Society, Vol. 14, No. 1, pp49-58, 2014.   DOI
41 Yoon-Seok Han et al. "Prototype tangible bicycle game contents for the silver generation", The Journal of the Korea Contents Association, Vol. 9, No. 8, pp166-177, 2009.   DOI
42 Jung-A Kim et al., "A study on the development of a sensory gate-ball game for the aged people", Journal of Korea Game Society, Vol. 7, No. 4, pp13-21, 2007.
43 Im-Chul Kang et al., "A Study on the development of a sensory 3D gate-ball game for the silver generation", Journal of Korea Multimedia Society, Vol. 12, No. 4, pp572-582, 2009.
44 Eun-Seok Kim et al., "Developing functional game contents for the silver generation", The Journal of the Korea Contents Association, Vol. 9, No. 9, pp151-162, 2009.   DOI
45 Seong-Seok Oh, Kyung-Sik Kim, "Development and Analysis of the Balance Game for Elderlies : Based on Proposal of the Game-Aided" Journal of Korea Game Society, Vol. 11, No. 6, pp33-42, 2011.   DOI
46 Yong-Tae Won, Seung-Ju Park, "A silver dance game and an integrative management system for preventing dementia of distance islanders", Journal of The Korean Society for Computer Game, Vol. 24, No. 2, pp117-125, 2011.