• Title/Summary/Keyword: Game-based content

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Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.43-52
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    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients (게임을 활용한 기능성 콘텐츠가 노인 당뇨환자의 자기효능감, 인지기능에 미치는 영향)

  • Ahn, Tae-Hong;Kim, Yu-Jeong;Wie, Seoung Uk
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.149-160
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    • 2017
  • In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.

Development of Edutainment Contents using the Multi-touch Table Top Display (멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현)

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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Research on tourism intention of esports event spectators based on value-attitude-behavior hierarchy: Focused on Chinese spectators (가치-태도-행동 체계를 적용한 e스포츠 경기 관람객의 관광행동의도에 관한 연구: 중국 관람객을 대상으로)

  • Zhang, Xinyue;yoo, Changsok
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.89-98
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    • 2021
  • This study investigated the link between esports spectators and their tourism intention using value-attitude-behaviour hierachy(VAB) and co-branding. We've conducted a survey on Chinese who had a direct spectator experience on esports. Using a total of 311 samples, this study found that the link between the attitude of esports shows a positive effect on the tourism intention of the venue. Also, esports attributes have a positive relationship with the attitude of the venue.