• Title/Summary/Keyword: Serious Game Development

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Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development (기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례)

  • Baek, Seungho;Park, Ji-Young;Jee, Hyungkeun;Han, JungHyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.89-98
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    • 2014
  • In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.

A Design of Serious Game Metadata Schema for Reliability and Compatibility (신뢰도와 호환성을 위한 기능성게임 메타데이터 스키마 설계)

  • Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.73-82
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    • 2010
  • The Metadata are used for the reuse of core information, distribution and management, protection of copyright and prevention of overlapping investment. Serious game consists of multi-hierarchial multimedia data. And quality information is very important for selection according to the purpose of the game. In this paper, we designed the serious game metadata schema, including multi-media characteristic information and measurable quality information. This study will lay the groundwork for the development of metadata system which can provide serious game users with reliability through quality information, and with compatibility through multi-media characteristic information. Furthermore, we hope this study will be helpful to stable growth in serious game industry.

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.143-150
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    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology

A Research on the Extended Definition of Educational Serious Game and Guiding Directions through Categorizations of Serious Games (교육을 위한 기능성 게임 연구의 확장적 정의와 범주화를 통한 기능성 게임 연구의 발전방향에 대한 연구)

  • Kim, Sa-Hoon H.
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.3-13
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    • 2012
  • The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Development of twosome collaboration dance game using Brain-Computer Interface (뇌-컴퓨터 인터페이스를 활용한 2인용 협동댄스게임 구현)

  • Park, Tae-Ryoung;Kim, Jai-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2575-2581
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    • 2011
  • Recently, systematic research on the brain has been conducted and BCI(Brain -Computer Interface) technology applying electroencephalogram has been actively researched. Especially, serious game technology using BCI device has been the subject of interest. This paper develops a "twosome collaboration dance game," which is a serious game that takes advantage of NeuroSky's SDK(System Development Kit) and helps developing the spirit of team work and sociality based on attention and meditation, unlike existing single player games. We expect that this game will help to visualize brain functions of people and to cure ADHD children and the elderly people with MCI(Mild Cognitive Disorder). It is also expected to play a role of social catalyst to the game culture of the adolescent.