• Title/Summary/Keyword: Serious games for health

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

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.73-90
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    • 2013
  • Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications of serious games for various health-related purposes, particularly for Health and Medicine education, health risk prevention, behavioral intervention, and disease self-management. These games identified numerous papers reporting empirical evidence about the impacts and outcomes. There is potential promise for serious games to improve health outcomes. We discuss implications of using serious games for health-related purposes and future direction for research in this area.

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

  • Lee, Myoun-Jae;Ko, Ki-Sook;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.417-427
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    • 2011
  • Serious games combine game entertainment with original purpose in special fields(education, health, sport, military, public), Now, many serious games have been developing in this country, but main points on development factors in serious games have not been presented. In this paper, we analyze existing games which were developed for psychotherapy with essential factors of human-service game presented by Hy Resnick and Moshe Sherer, for developing serious games in psychotherapy field. And, we discuss development methods of psychotherapy game based on the analyzed factors. This paper shows theoretical bases in serious game for psychotherapy, provides guidelines for developers to produce a serious game in psychotherapy.

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

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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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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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.

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
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    • v.21 no.4
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    • pp.744-761
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    • 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 Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Which is the More Important Factor for Users' Adopting the Serious Games for Health? Effectiveness or Safety (건강 기능성 게임의 확산을 위한 유통 전략 연구: 유효성과 안전성에 대한 사용자 인식을 중심으로)

  • Yong-Young Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.23-32
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    • 2023
  • Interest in Serious Games for Healthcare (SGHs) that can improve health through games is increasing. Digital Therapeutics (DTx) is a treatment that must be approved for effectiveness and safety, so it should follow the traditional drug distribution method, but SGHs are wellness products that are more flexible in terms of adoption and diffusion than DTx. SGHs are effective because it can provide customized services through continuous monitoring and feedback. When SGHs are applied to cognitive impairment treatment or behavioral correction, malfunctions and side effects are minor. This study developed research model based on the Valence Framework, gathered data from 142 undergraduates, and demonstrated that only the perceived benefits have a statistically significant positive (+) effect on SGHs acceptance intentions. Based on these results, this study suggests that SGHs companies should promote benefits in accepting SGHs for general users and they need for a distribution and analytics platform strategy based on a data-driven approach.

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
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    • v.18 no.3
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    • pp.19-26
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    • 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.

Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

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

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.123-134
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    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.