• Title/Summary/Keyword: Games for change

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.327-350
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    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

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A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy (게임의 긍정적 역할과 인식변화를 위한 기능성 게임의 개발에 관한 연구)

  • Kim, Young-Su;Kim, Na-Young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.39-48
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    • 2014
  • Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.

The Design and Implementation of Computer Game Menu & Analysis of Computer Game in Korea (컴퓨터 게임의 분석과 게임 메뉴의 설계 및 구현)

  • Lee Chang-Jo
    • Management & Information Systems Review
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    • v.7
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    • pp.53-68
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    • 2001
  • In this paper, Computer Games is still going strong. We are still making incremental improvements to the computer game, mobile game, but it seems to have settled into a fairly standard version and layout. Many games have passed through our life over the past couple of years. A number of the best have been written about in these games. Unfortunately there are too many games and too little time, and make some hard choices about what games actually play regularly. This is obviously a very personal list of favorite games, and change fairly regularly as new games rotate in and old games are given a rest for a while. It brings ours to the question of what we look for in a game, and why choose one game to play over another? What does make a game good enough to play time after time? Therefore, a game has to have, above all, interesting tactics and strategy, but also we like originality and simplicity. There is also a certain quality that is very difficult to define that makes some games beautiful. At last in this issue we return to mobile oriented games. This paper will discuss Computer Game Conditions in terms of the different games, components, and Design amd Implementation of Computer Game Menu Simulation based on 4GL, PowerBuilder.

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The Effects of a Group Exercise Program with Competitive Games on Balance in Chronic Stroke Patients (경쟁적 게임을 적용한 집단 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Yong-Ho, Cho;Sun-Wook, Park
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.4
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    • pp.133-139
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    • 2022
  • PURPOSE: The purpose of this study was to investigate the effects of a group exercise program with competitive games on balance in chronic stroke patients. METHODS: The subjects were chronic stroke patients living at home after their discharge from the hospital. A total of 32 subjects were divided into two groups. The experimental group performed a group exercise program with competitive games, and the control group performed individual exercises. The exercise program duration was one hour, and it comprised 10 minutes of stretching, 40 minutes of the main exercise, and 10 minutes of stretching at the end. The experimental group was divided into two teams of 8 players each and played competitive games (transfer a gym ball to another person, relay 10 m walking and return, transfer an object to the next person using both arms while sitting). The control group performed an arm/trunk exercise for 15 minutes and gait training for 25 minutes. These exercises were conducted twice a week (4 weeks). The Berg Balance Scale (BBS) and timed up-and-go (TUG) tests were performed to confirm the change in balance. RESULTS: In the experimental group, BBS showed a significant increase (p < .05) and TUG showed a significant decrease (p < .05). In the control group, there was no statistically significant change in the BBS. However, the TUG showed a significant decrease (p < .05). The BBS and TUG both showed statistically significant differences (p < .05) in the between-group comparison of the change in pre-post intervention values. CONCLUSION: A group exercise program with competitive games to improve the balance ability for fall prevention in chronic stroke patients could be used as a good intervention method.

An Overview of Serious Game Mechanism for Social Changes (사회변화를 위한 기능성 게임의 메커니즘)

  • Lee, Dong-Min;Ryu, Seoung-Ho;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.81-98
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    • 2013
  • This article aims to provide an overall picture of the applications of serious games for social changes. Our main goals are to show that game has great potential in delivering messages for social changes and to suggest guidelines for researchers and game developers in designing related games. We synthesized the key concepts of games for change that make them promising through literature reviews and analyzing game lists for social changes. Based on the theoretical investigations, we found that both role-taking and simulation of games are powerful ways not only to influence attitudes toward the other side but also to bring out empathy as psychological mechanism to draw attitude changes and altruistic actions associated with social or political issues.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

A Study on the Late 19th century Children's Costumes and Games of Genre Paintings by Jungeun Kim (19세기말 풍속화가 기산 김준근이 그린 삽화 속 어린이 놀이문화와 복식에 관한 연구)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.289-300
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    • 2016
  • This study surveys children's costumes and games from the 11 Genre paintings by Junkeun Kim in the book "Korean Games(Stewart Culin 1858-1929)". The character of the general dress-costumes, games and the culture of life from the late $19^{th}$ century in genre painting of Junkeun Kim are as follows. The study results on the games are as follow. The boy's games are kite-flying, spinning tops, playing shuttlecock with the feet, blindman's buff, yut("Four-Stick Game"). Girl's games are seesaw with board, blindman's buff, marbles. Combined games are mount shoulder, sledge, tightrope walking for men with boy. The strengthen one's body type were seesaw with board, tightrope walking, the compete score type were playing shuttlecock with the feet, marbles and the multi complex type were yut("Four-Stick Game"), kite-flying. Through genre painting in the $19^{th}$ century we know a boy's 'Jeogori 'and 'Ba-ji' were similar to a modern man's and boy's 'Hanbok' with a traditional method of wearing. We believe that the originality of a traditional costume was an unchangeable characteristic. Girl's 'Jeogori' and 'Chi-ma' changed in length and width, and method of wearing; however, the basic shape did not change. The analysis for artist's genre painting which was ordered by a foreigner and the late of $19^{th}$ century's children's costume and game of life culture is useful to match the counters and show how to wear a modern Korean costume used to understand the 'Hanbok' and establish a costume of life.

Movement Analysis of Women's Handball Players by Position using Inertial Measurement Units (관성센서를 이용한 여자핸드볼 선수들의 포지션별 움직임 분석)

  • Park, Jong-Chul;Yoon, Kyung-Shin;Kim, Ji-Eung
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.343-350
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    • 2020
  • This study was intended to use the Inertia Sensor Units(IMU) for the national women's handball team to quantify movements for a total of 16 domestic or international practice games over five months and to identify the efficiency of training and differences in movements by position. A total of 15 players were participated excluding goalkeepers. The results are as follows. Player Load came in order of Wing>Back>Pivot and high in international games. Change of Direction(CoD) were found to have the most Pivot at low intensity, while middle and high intensity were the most in the Back. There have been a lot of low and middle intensity CoD in International games. Low-intensity acceleration(ACC) and deceleration(DEC) were found to have the most Pivot, while middle & high intensity ACC and DEC had the most Back. There have been many low and middle intensity ACC and low, middle and high intensity DEC in international games. There were many middle and high intensity jumps in Back and Wing, but there were no differences in the types of games.