• Title/Summary/Keyword: 게임 장애

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A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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Effect of Serious Games on Disability Player Performance by Ability Levels (장애 아동 플레이어 능력의 차이에 따른 기능성 게임 효과의 차이)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.149-156
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    • 2015
  • In this research, the effect of serious game on the task performance of adolescents with intellectual disabilities was investigated. A total of 31 students participated in a pre-post-with-control-group-design study. Results indicate that among the high-, moderate-, and low- ability students, the moderate-ability students gained the most from the game, in both speed and accuracy. From the results we can understand that game-based training has the most effect on the moderate level students. Also, the findings of this study show that serious games can be effective training tools for this population.

A Study of Social Meaning of Game Accessibility (게임접근성의 사회적 의미에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.111-122
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    • 2013
  • In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method (지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여)

  • Yoo, Doo-Han;Jeon, Byoung-Jin;Hong, Deok-Gi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.1-13
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    • 2012
  • Objective : The purpose of this study was to understand the game world experience and peer interaction of students with disabilities in the community. Method : In this study, Giorgi's phenomenological method was used to understand the game world experience and peer interaction of two students with disabilities in the community. The data collection about the situation and the context of the subjects was conducted over three times of interviews, until no new data. Meaning units through the four steps for Giorgi's scientific phenomenology were analyzed in the context of the overall data. Result : Two students with disabilities in the community had to spend time at home with physical limitation and alienation, and their leisure activities was mainly using the computer and television. Restrictions of leisure activities wad the cause of difficulties of social accessibility, and they need the correct thinking and self-control in the use of the time. Due to the game for fun, they have no interact with peers. On the other hand, most of conversation about the game were with families. Conclusion : Students with disabilities had a physical and psychological difficulties were feeling pleasure through the game. They need the correct thinking and self-control in the use of the time, and need an alternative solution for a reckless game use.

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Content Analysis of News Coverage on Games after the Inclusion of Gaming Disorder in ICD-11 (WHO의 게임 이용 장애 질병 코드화 이후 언론의 게임 보도에 대한 내용 분석)

  • Lee, Sook-Jung;Youk, Eun-Hee
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.91-106
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    • 2021
  • This study examined how news has covered games since the decision to include gaming disorder in ICD-11. Data were 694 news article on games in five major newspapers. The results indicated the following: While the proportion of reports on game industry was high, those reports were mainly straight news announcing industry status and corporate management status. Reports on game policy focused on regulations, particularly game addiction or disorder. Reports on game uses and effects showed very low rates, but they have followed the existing practices of reporting games as the cause of extreme crimes and deviant behaviors.

Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.

Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

Effect of Barista Job Training Game on Occupational Self Efficacy of Persons with Intellectual Disability (기능성 게임을 이용한 바리스타 직무훈련이 지적장애인의 직무효능감에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.63-70
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    • 2017
  • Occupational self-efficacy is one of the factors necessary for successful occupational rehabilitation of persons with intellectual disabilities. In this research, we investigated to see whether participating in a game-based training for job affects occupational self-efficacy. We compared a group who played a job-training game during traditional training with a group who participated only in traditional training. The results indicate that overall occupational self-efficacy of the game-based training group was affected significantly compared to the control group. Among the four subcategories, problem solving self efficacy and stress management self-efficacy showed significant improvement.

Effects of Game-Based Self-Advocacy Script Intervention on Children with Disabilities (인권 침해와 관련한 게임 기반 스크립트 중재가 초등 장애아동의 자기옹호 언어 및 행동에 미치는 영향)

  • Yu, Seohyun;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.161-176
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    • 2015
  • The purpose of this study was to examine the effects of a script intervention based on multimedia on the verbal and behavioral self-advocacy skill of elementary school students with disabilities. A multiple probe baseline design across subjects had been used with 4 students with intellectual disabilities. The results showed all participants showed significant increase of verbal and behavioral self-advocacy performance in asking for help, expressing one's opinions, and coping with violations, and the effects were maintained. The intervention was more effective for verbal self-advocacy than behavioral. Some suggestions for future study are discussed.

Development and Applied Effects of VR-based Cooking Serious Game for Students with Intellectual Disabilities (지적장애 학생을 위한 VR 기반 요리하기 기능성 게임 개발 및 적용 효과)

  • Lee, Tae-Su
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.67-80
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    • 2021
  • The purpose of this study were to develop VR-based cooking serious game(VR-Cook) for students with intellectual disabilities and to validate effectiveness. The VR-Cook was developed using the ASSURE model. Twenty students with intellectual disabilities were participated to verify effectiveness. Ten students were assigned to the experimental group and the others to the control group. The control group received traditional interventions, and the experimental group participated in the intervention combining traditional intervention with VR-Cook. Evaluations were made at three times, and evaluation data were analyzed with repeated two-way ANOVA. The experimental group has improved more than control group in cooking activities and class attitudes.