• Title/Summary/Keyword: 치료용 게임

Search Result 35, Processing Time 0.024 seconds

Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.31-41
    • /
    • 2012
  • 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.

Rehabilitation and Serious Games (재활치료와 기능성게임)

  • Kim, Hwangyong
    • Journal of Digital Convergence
    • /
    • v.12 no.4
    • /
    • pp.69-73
    • /
    • 2014
  • We pursue pleasure through game but also possibly get positive effects. The serious game is a game that achieves a certain goal by using the positive effects of games. This paper describes the serious game and rehabilitation. Also, it describes the types of medical serious games and actual development condition of serious games for rehabilitation, and suggest ways to inspire utilization of the serious games for rehabilitation.

A Study on The Disturbed's Healing Games of Green Contents Concept (그린콘텐츠 개념을 적용한 정신장애 치료게임 연구)

  • Lee, Yeon-Sook
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.11-20
    • /
    • 2007
  • Functional Games, which have developed in Korea until now, is only for the healthy people's education. There are less functional games for neglected people, specially for the disturbed's healing. I define 'Green Contents' as contents which is helpful to both of nature and human, especially to the week, and also they are not developed only for the commercial aim. Functional Games for the disturbed's healing should be developed as' Green Contents.' If functional games for the disturbed's healing will be developed as aspects of technology and contents development, they will have more effects to people, and also people will need them more. For this study, I analyze art therapy, which is a normal treatment to give a social nature and self respect to the disturbed. Also I developed a functional game program for the disturbed's healing as based on psychoanalyst's theories and suggest it's Road-map. This study will be useful for the developer who want to develop this kinds of games afterwards, and various functional games for the disturbed's healing as Green Contents should be more developed in the near future.

  • PDF

A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
    • /
    • v.13 no.1
    • /
    • pp.13-20
    • /
    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.744-761
    • /
    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.3
    • /
    • pp.19-26
    • /
    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

The Quality Evaluation Elements for Educational Serious Game : Focusing on Non-technical Elements (교육용 기능성게임의 품질 평가 요소 : 비기술적 요소를 중심으로)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.111-112
    • /
    • 2012
  • 게임의 순기능을 이용해 교육, 훈련, 치료 등의 목적으로 개발된 기능성 게임은 이용자들의 게임 선택을 위해 게임의 품질과 관련된 정확한 정보가 제공되는 것이 중요하다. 기능성게임의 품질을 평가하기 위한 기술적, 비기술적 영역 가운데 비기술적 영역은 기능성게임의 종류를 반영한 요소들로 구성된다. 본 연구는 교육용 기능성 게임의 비기술적 품질 평가 영역을 추출하고 이를 검증하였다. 본 연구를 위해 사용된 방법론은 다른 종류의 기능성 게임의 품질평가 요소 추출을 위한 가이드 역할을 할 것으로 기대된다. 향 후 본 연구의 결과를 이용하여 교육용 기능성 게임의 품질 평가 메트릭을 개발할 예정이다.

  • PDF

Analysis of the Needs of Middle and Elder Generation on Serious Game for the Elderly (노인용 기능성 게임개발을 위한 중노년층의 수요분석)

  • Lee, Yoon-Jung;Ahn, Joon-Hee;Lim, Kyunq-Choon
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.75-101
    • /
    • 2009
  • The purpose of this article is to analyze the needs of middle and elder generation about serious game for the elderly. The results of this study are; (1) elder generation prefers leisure activities such as mountain climbing, yoga, golf, walking and travel, etc., for health, interest, the development for oneself and relieving stress; (2) they don't prefer game activity for leisure, but prefer to use serious game for health, simulation, medical treatment and sports than middle generation; (3) elder generation has various characteristics and needs so that we should consider their demographical variables when we research and develop serious game contents for the elderly.

The Quality Evaluation Methods of Medical Serious Game (의료용 기능성게임의 품질평가 방법)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.39-40
    • /
    • 2013
  • 의료용 기능성게임의 효과가 입증되면서 다양한 분야의 투자와 주목을 받고 있다. 이에 따라 사용자를 위하여 의료용 기능성게임의 품질평가가 중요한 이슈가 되었다. 품질평가는 객관적인 기준과 평가요소 개발이 중요하다. 기능성게임의 특성 상 품질평가는 기술적인 영역과 비기술적인 영역으로 나누어 진행된다. 본 연구에서는 의료용 기능성게임의 비기술적인 영역의 품질평가 요소를 개발하기 위한 방법을 제안한다. 제안한 방법을 사용하여 심리 치료와 헬스케어 및 재활치료 2개 분야에 대해 각각 5개의 평가 요소를 추출하였다. 추출 결과는 전문가에 의해 내용 타당도 검사로 신뢰성을 확보했다. 본 연구는 다양한 분야의 기능성게임 품질평가 모델 개발의 가이드라인이 될 것이다.

  • PDF

Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.1 no.1
    • /
    • pp.17-23
    • /
    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

  • PDF