• Title/Summary/Keyword: functional games

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Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

The Effects of a Functional Game (Rejuvenescent Village) for Older Koreans' Cognitive Function, Instrumental Activities of Daily Living, Depression, and Life Satisfaction (노인용 기능성 게임(젊어지는 마을)이 인지기능, 도구적 일상생활동작, 우울, 삶의 만족도에 미치는 효과)

  • Lim, Kyung Choon;Chun, Min Ho
    • Journal of Korean Biological Nursing Science
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    • v.18 no.4
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    • pp.296-304
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    • 2016
  • Objective: The purpose of this study was to explore the effects of a senior functional game (Rejuvenescent village) on cognitive function, instrumental activities of daily living (IADL), depression, and life satisfaction in Korea. Methods: An one-group pretest-posttest design was used in this study. Data were collected twice (at the beginning and the end) from 100 elderly adults in S city who played "Rejuvenescent village" 8 times (twice per week, one hour per session) for a month. Also they completed questionnaires on their cognitive function, IADL, depression, life satisfaction, and general characteristics. The data were analyzed using SPSS 20.0 programs. Results: The mean age was 70.06(${\pm}3.77$) years, with a range of 65-80 years old. Among 100 subjects, 21% were male and 85% were young old. There were statistically significant differences in cognitive function (t=-3.32, p=.001), IADL (t=1.98, p=.049), and life satisfaction (t=-2.15, p=.034). Although there was no statistically significant difference in mean depression score (t=1.06, p=.292), categorized depression was statistically significant (${\chi}^2=62.97$, p<.001). Conclusion: The findings in this study show that the serious game (Rejuvenescent village) was effective for older Koreans' cognitive function, IADL, depression, and life satisfaction. Thus, we need to consider senior functional games to get health benefits by making elderly adults active with enjoyment.

The Effects of Fathers' Play Participation on Young Children's Social Competence and Self-regulation (아버지의 놀이참여도가 유아의 사회적 유능성과 자기조절능력에 미치는 영향)

  • Chang, Yo Ok
    • Korean Journal of Childcare and Education
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    • v.12 no.2
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    • pp.167-182
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    • 2016
  • This study examined the effects of fathers' play participation on young children's social competence and self-regulation. The subjects consisted of 180 fathers with children at ages between 4-7 years old from 2 preschools and 3 kindergartens located in Y city in Gyeonggi province. The analyses used for this study included the t-test and multiple regression analysis. The main findings are as follows. First, fathers' play participation was not different by sociodemographic characteristics such as fathers' age, educational level, and job. Second, fathers' participation in functional play, role play, and constructive play was positively related to social activator, reassurance, and cooperation among subscales on children's social competence. Also, fathers' participation in games was negatively related to reassurance among children and positively related to hypersensitivity among children. Third, fathers' participation in role play and functional play was positively related to children's self-monitoring and self-control. These findings suggest emphasizing fathers' play participation to improve children's social competence and children's self-regulation, and it can be helpful to underline fathers' education and to develop programs for fathers' play.

The effect of the message frame on perceived benefits and psychological well-being in mobile fitness games (모바일 피트니스 게임에서 메시지 프레임이 지각된 혜택과 심리적 웰빙에 미치는 영향)

  • Noh, Ghee-Young;Jang, Han-Jin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.155-164
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    • 2017
  • This study conducted to analyze the difference of perceived benefits, psychological well-being, exercise application attachment, and perceived exercise achievement according to the message frame provided in the mobile fitness game. Repeated Measure Design and Playtest methodologies were used for this research. As a result, when gain messages were shown, all factors were higher than the case of showing loss message. The results of this study emphasize that when persuasion messages need to be presented through a health functional game, gain messages can be more effectively delivered to the users of health functional game than loss messages.

The Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.509-516
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    • 2022
  • Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

A Study on Serious Game Production Based on Jewish Play (유대인의 놀이를 주제로 한 기능성 게임 제작 방안에 관한 연구)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.725-731
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    • 2013
  • The Jews has been cited as the most influential nations in the world of politics, economy, and culture in many areas. For these reasons, the study of Jewish economic life such as child-rearing, family life, and religious life is getting expanded to various areas. In this paper, we deal with the Jews's play for the various areas. Play is the best way to see the consciousness of a certain age on learning the structure and lifestyle. Therefore, the research is described to produce serious games based on by study of Jewish play using information in the internet, researched paper. Then, the investigated play's role of technology for production of functional game plans are discussed. As a result, the Jews play: 1) the history, traditions of wisdom, tools, 2) a medium for delivering educational messages, 3) the formation of community tools emotions 4) promise to play a role as a tool for learning. The development and Release of serious games based on Jews play can lead to a positive social learning effect.

A Study on the Characteristics of Game Narrative considering Game Production Stages (게임 제작과정을 고려한 게임서사의 특징 연구)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.3-11
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    • 2007
  • In many game narrations, completed games have been used to analyze the users' response. But in this case, one tends to exclude the narrations that producers intended at the production stage, and games tend to have a narrative structure in a text form before they turn into the digital form of a completed game. For these reasons, we broadened the existing definition of game narration to include from production to completion. We then divided the production into many stages and analyzed how narrative structure changes at each stage. We divided narration into three stages? initial stage, storytelling stage, and form change stage. Game narrations maintain the form similar to the one in exiting narrations at the initial and storytelling stages, but turn into functional document at the form change stage. And at this stage, digital results take the place of narrative expressions.

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Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on 'Silent Hill 2' (공포게임에서 긴장감 형성을 위한 시공간 설정 분석 : '사일런트 힐2'를 중심으로)

  • Jin, Hyung-Woo;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.49-57
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    • 2020
  • This paper analyzed maximized the tension not by functional restriction but by psychological response inducement to form the tension of the horror game from the point of space time view. In order that, We arranged three major situations inducing the tension in the horror game and prepared space time analysis base. Pure fiction time of game itself is applied on game time excluding the time creating the cut-scene and the game space is organized with various combination of three space types. This analysis result can help horror game design by discovering the relationship between space time structure and tension forming of the horror game. These analysis results allow us to find guidelines for the time and space design of horror games that can be flexibly linked to game events and contexts by controlling the player's dynamic/static tension and temporary/continuous tension.

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.