• 제목/요약/키워드: Health Games

검색결과 187건 처리시간 0.028초

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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    • 제13권3호
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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.

보건 의료용 기능성 게임의 효과적 개발 방향 연구 (An Overview of Using Serious Games for the Effective Development in Health and Medicine)

  • 이혜림;정의준
    • 한국게임학회 논문지
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    • 제13권4호
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    • pp.73-90
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    • 2013
  • 기능성 게임은 현재 정부, 교육, 군사, 기업 그리고 보건 및 의료분야에 이르기까지 다양하게 확장되고 있다. 특히 보건/의료 기능성 게임은 예방과 치료를 위한 유용한 도구로 인식되고 있으며, 구체적으로 천식, 당뇨, 암, 뇌질환, 백혈병 등의 질환을 가진 환자들의 상태를 호전시키는 결과가 보고되고 있다. 이러한 효과들을 토대로, 미국과 유럽 등에서는 건강심리, 가상현실, 행동의학 등의 다학제간 융합연구를 통해 다양한 형태의 게임 개발이 시도되고 있다. 그러나, 국내에서는 아직까지 이에 대한 체계적인 학문적 접근은 물론 개발사의 효과적인 기획 전략 수립과 다양한 개발 노력도 부족한 상황이다. 따라서, 본 연구는 보건/의료 기능성 게임에 대한 기존의 연구결과를 바탕으로 그 개념과 효과, 분류체계를 정리하고, 대표적인 성공사례를 분석하여, 향후 관련 연구와 개발 및 기획에 대한 개괄적인 방향성을 제시하고자 한다. 특히, 보건/의료 기능성 게임의 성공적 개발을 위해서는 의학적 근거와 과학적 설명을 근간으로 기획 단계부터 관련 이론을 체계적으로 적용시키는 것이 중요하다. 이에 따라, 본 연구는 보건/의료 기능성 게임에 적용되었거나 향후 활용 가능한 이론들을 정리하고, 성공사례 분석과 결부해 연구자와 개발자, 그리고 의료 전문가들이 고려할 사항과 방향성에 대한 제언을 정리하였다.

한국노인의 체질량지수, 주관적 건강상태와 기능성게임 요구도의 상관성 조사 (Correlates of Body Mass Index, Perceived Health Status, and the Needs of Functional Games for the Elderly in Korea)

  • 임경춘
    • Journal of Korean Biological Nursing Science
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    • 제17권1호
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    • pp.60-70
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    • 2015
  • Purpose: The purpose of this study was to explore the correlates of body mass index (BMI), perceived health status (PHS), and the needs of functional games for the elderly in Korea. Methods: This is a descriptive study with convenience sampling. The data were collected from 363 older adults in S city who completed questionnaires asking about their BMI, PHS, needs for functional games, and general characteristics. Using the SPSS 20.0 program, data were analyzed. Results: The mean age was 65.4(${\pm}4.75$), ranging between 60-83 years old. Among the 363 subjects, 75.2% who were male, 55.9% chose "functional games are necessary," and 25.3% selected "functional games are absolutely necessary" for the elderly. There were statistically significant correlations between current PHS and comparing health to others (r=.827, p<.001), depression (r=-.330, p<.001), age (r=-.113, p=.032), respectively. In addition, there was a statistically significant correlation between comparing health to others and depression (r=-.292, p<.001). Conclusion: The study findings show that older adults have distinct needs and interests for functional games. Thus, we need to develop senior functional games to help make older adults more active with greater enjoyment to gain more health benefits. Interdisciplinary team approaches would work well for developing functional games in Korean considering the preferences of older people are similar.

인터넷게임중독 예방교육프로그램이 초등학생의 자기통제성과 인터넷게임 사용시간에 미치는 효과 (Effects of the Internet Game Addiction Prevention Educational Program on Self-control and Time Spent on Internet Games by Elementary School Students)

  • 양미경;오원옥
    • Child Health Nursing Research
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    • 제13권3호
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    • pp.282-290
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    • 2007
  • Purpose: The purpose of this study was to examine the effects of EP-IGAP(Internet Game Addiction Prevention Educational Program) on increasing the self-control and decreasing the time spent on internet games. Method: The research design was a quasi-experiment, repeated measures design with non-equivalent control group. Participants in this study were 269 elementary school students of elementary school(134 for the experimental group, 135 for the control group). The instruments used in this study were the Self-control of Internet Game Scale and Time spent on internet games per week. The experimental group participated in the EP-IGAP for 6 weeks. Results: After the intervention, the experimental group showed a significant increase in self-control related to internet games. But, there was no statistical difference in the time spent on internet games between the two groups. Conclusion: These results suggest that EP-IGAP is effective in increasing the self-control related to internet games in elementary school students. Further research is needed to modify the EP-IGAP.

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인터넷게임중독 예방프로그램이 중학생의 우울, 자아존중감 및 인터넷게임중독에 미치는 효과 (Effects of the Prevention Program on Internet Games Addiction in Middle School Students)

  • 주애란;정인경;박인혜;정영주
    • 지역사회간호학회지
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    • 제17권3호
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    • pp.354-363
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    • 2006
  • Purpose: The Purpose of this study was to determine the effect of an internet games addiction prevention program on middle school students' depression, self esteem and Internet games addiction. Methods: The internet games addiction prevention program in this study was based on the Ellis'(1962) ABC Model. This research adopted the non-equivalent control group pretest-posttest design. and was conducted with 52 middle school students who were selected through convenient sampling and assigned to an experimental group or a control group. Data were collected from January 15, 2006 to February 19, 2006, and analyzed using the SPSS/PC program by frequency, Fisher exact test, t-test, means, standard deviations and ANCOVA. Results: The results of the experiment supported the hypothesis that the experimental group would have lower depression scores and internet games addiction scores and higher self-esteem scores than the control group. Conclusions: After 8 sessions of the internet games addiction prevention program, it was found that the program was effective to improve the score of self-esteem and reduces the scores of internet games addiction and depression.

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혈액형에 따른 여가활동 유형 -대구보건대학 보건계열 및 비보건계열 학생들을 중심으로- (The Relationship between Types of Leisure Activity and Blood Types - Focus on Collegians of Public Health Departments and Non-Public Health Departments of DHC -)

  • 윤인숙;김혜정
    • 대한임상검사과학회지
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    • 제38권1호
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    • pp.65-71
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    • 2006
  • We examined the relationship between the basic characteristics and types of leisure activities according to blood types. It was based on questionnaires answered by 441 collegians in public health departments and 282 in non-public health departments in Daegu Health College in March, 2005. The frequency of leisure activity of once or twice a week or less during weekdays was the most common.: The most common frequencies for all blood types were between 1 and 2 hours on weekdays and between 3 and 5 hours on the weekends or holidays. As far as the type of leisure activities during the weekdays was concerned, in the case of public health departments, blood type A was interested in computer games and then watching TV, blood type B was attracted to watching TV and listening to music, blood type AB was into watching TV, computer games, and listening to music, and blood type O was keen on watching TV and computer games in that order. The type of leisure activity according to blood types in public health departments was shown to be significantly different (p<0.05). The type of future leisure activity was shown to be significantly different between public health departments and non-public health departments (p<0.05). The type of present leisure activity preferred by collegians, according to the study, was entertainment such as computer games for most blood types. The type of future leisure activities was related to the field of tourism and sports. The collegians need to have more advanced and positive leisure activities.

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정신 치료를 위한 기능성 게임 분석 (Analysis on Serious Games for Psychotherapy)

  • 이면재;고기숙;김영은
    • 디지털콘텐츠학회 논문지
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    • 제12권4호
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    • pp.417-427
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    • 2011
  • 기능성 게임은 게임의 오락성에 특정 전문 분야(교육, 의료, 스포츠, 국방, 공공 분야 등)의 고유 목적이 결합된 게임이다. 현재, 국내에서는 많은 기능성 게임이 개발되고 있지만, 기능성 게임의 개발 요소에 관한 중점사항이 제시되어 있지 않는 실정이다. 본 논문에서는 정신 치료 분야의 기능성 게임 개발을 위하여, 기존 정신 치료를 목적으로 개발된 게임들을 Hy Resnick과 Moshe Sherer가 제시한 휴먼서비스(Human Service) 게임의 필요 요소들로 분석한다. 그리고, 분석된 요소들을 바탕으로 정신 치료 게임의 개발 방법을 논한다. 본 논문은 정신 치료를 위한 기능성 게임의 이론적 토대를 제시하고 정신 치료 분야의 기능성 게임의 제작하려는 개발자들에 가이드라인을 제공해 줄 수 있을 것이다.

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

  • 이승제;배상준
    • 한국콘텐츠학회논문지
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    • 제21권4호
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    • pp.744-761
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    • 2021
  • 최근 '힐링 게임'에 관한 대중적 관심이 증대하고 있다. 그러나 합의된 개념의 부재로 인해 '힐링 게임'에 관한 학술적 논의는 제대로 이루어지지 않고 있는 실정이다. 따라서 본 연구는 '힐링 게임'의 개념을 제안하고 주요 특징을 도출하고자 하였다. 먼저 '힐링 게임'과 의료용 기능성 게임의 비교하여 '힐링 게임'이 치유감의 형성과 전달을 목적으로 하는 상업용 게임이라는 사실을 확인했다. 이후 현재 '힐링 게임'으로 알려진 게임들을 선정하여 서사적 특징, 구조적 특징, 감각적 특징을 검토하였다. 먼저 서사적 측면에서 '힐링 게임'은 약한 서사성을 띠고 있으며 공간적 상호작용에 의한 미시적 서사의 발생을 중시하는 것으로 나타났다. 또한 구조적 측면에서는 쉬운 난이도, '무의미한 행동'의 권장과 방치 경험 등이 특징으로 나타났으며 감각적 측면에서는 추상적인 표현 사용, 이색적이고 감성적인 경관 묘사, 정서적 경험을 강화하는 사운드 활용 등이 제시되었다.

군사훈련용 기능성 게임에 관한 연구 (A Study on the Serious Game for the Military Training)

  • 하수철
    • 안보군사학연구
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    • 통권7호
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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노안 체험용 VR게임 개발과 체험 효과 분석 (A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences)

  • 김경식;이윤정
    • 한국게임학회 논문지
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    • 제19권2호
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    • pp.123-134
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    • 2019
  • 본 연구의 목적은 VR게임을 통해 노안을 간접적으로 체험함으로써 그 불편함을 이해하고 관련 질병(백내장, 녹내장)에 대한 체험도 겸해 눈 건강에 대한 경각심을 고취하는 것이다. VIVE를 사용해 3가지 VR미니게임을 제작하였으며, 참여자들의 체험 전후를 비교해 효과성을 분석하였다. 실험 결과, 노안관련 질환의 증상과 불편함의 이해도가 게임 참여 후 크게 증가했으며, 녹내장에 대한 이해도는 가장 높게 증가하였다. 게임의 사용성은 조작방식의 학습성과 만족성, 압박 및 속도감 영역에서 점수가 높게 나타나 노안 체험 게임으로서의 발전 가능성을 보였다.