• Title/Summary/Keyword: serious game

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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.

A Study on Interdisciplinary Needs for the Development of Curriculum "Development Methodology of Serious Games with GeronTechnology" ('노년공학(GT)의 기능성 게임 개발론' 교과개발을 위한 학제간 수요 연구)

  • Lee, Nae-Hyun;Kim, Kyung-Sik;Chang, Hee-Dong;Park, Seong-Jun;Park, Chang-Hoon;Kang, Hyun-Koo;Park, Hyun-Sik;Sung, Eun-Hyun;Kim, Dong-Joo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.151-159
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    • 2011
  • For the development of a curriculum of the serious game for the elderly in preparation of senior society, we have surveyed students of both college of humanity and college of engineering for their perception of importance and necessity on the subjects prepared by this team. We analyzed their common points and different points, and developed a new interdeciplinary curriculum for students in both college. The curriculum has been opened in the last semester successfully.

A Preliminary Study on Serious Game for C Language Study of Beginners : freCman (초보자를 위한 C 언어 학습 기능성 게임 개발 사례 : 프레C맨)

  • Hwang, Kitae;Jung, Inhwan
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.199-206
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    • 2015
  • This paper introduces a serious game called freCman developed for C programming language beginners. Since key words, syntax, and programming structure of C programming language are unfamiliar for them, they feel uneasy and have many difficulties to study. We developed three games such as shooting star C, finding hidden errors, unscrambling C codes through which C beginners can study C language easily. Also we developed CTS(Code to Speech) which speeches C source codes like English statements so that C beginners can be familiar with C key words and statements. To prove effectiveness of the freCman, some experiments have been conducted with C language beginners. Experiment results show that the freCman helps beginners studying C programming language much.

Development and Applied Effects of VR-based Cooking Serious Game for Students with Intellectual Disabilities (지적장애 학생을 위한 VR 기반 요리하기 기능성 게임 개발 및 적용 효과)

  • Lee, Tae-Su
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.67-80
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    • 2021
  • The purpose of this study were to develop VR-based cooking serious game(VR-Cook) for students with intellectual disabilities and to validate effectiveness. The VR-Cook was developed using the ASSURE model. Twenty students with intellectual disabilities were participated to verify effectiveness. Ten students were assigned to the experimental group and the others to the control group. The control group received traditional interventions, and the experimental group participated in the intervention combining traditional intervention with VR-Cook. Evaluations were made at three times, and evaluation data were analyzed with repeated two-way ANOVA. The experimental group has improved more than control group in cooking activities and class attitudes.

Development of a Quality Evaluation Standard for Educational Serious Games

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.103-111
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    • 2013
  • Given the lack of suitable quality evaluation standards for educational serious games (designed for both entertainment and instruction), we designed a development framework for evaluation standards of educational serious games and proceeded to develop standards in accordance with our proposed procedure. Our standards were designed to evaluate the quality of both technical and non-technical elements of educational serious game software products. We conducted a survey on the need for individual elements of the standard. Participants rated the need for each element on a five-point Likert scale. We then performed a reliability analysis of the survey results. Based on the survey results, we established a final standard for quality evaluation composed of 9 main elements and 31 sub-elements. The results of our research will contribute useful information to users as well as to the developers of educational serious games.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.43-52
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    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

Design and Implementation of a Serious Educational Game for Youth Gatekeeper (또래 자살예방 지킴이를 위한 교육용 기능성 게임 개발)

  • Park, Changhoon;Lee, Jee-Sook;Ko, Ki-Sook
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.145-154
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    • 2017
  • In the age of low fertility and aging society, youth suicide is not the problem of a certain class but it should be recognized as an urgent and important social problem to be solved by our society. We aim to support the training of youth gatekeeper who can acquire the right attitude and understanding of suicide for adolescents, detect premature suicide signs of peer friends and link them to specialized institutions. In this paper, we propose a scenario based learning program that is linked to the concrete situation that the young people can sympathize with and a serious educational game of visual novel type that encourages participation of youth. We expect that the proposed serious game will improve the accessibility of educational facilities and youths through smart devices.

The Effects of Diet Education Contents for the Customized Serious Game Development in Type II Diabetes (제2형 당뇨환자 기능성게임 개발을 위한 식이교육 콘텐츠 효과)

  • Kim, Yu-Jeong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.87-96
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    • 2016
  • This study was carried out to investigate the effects of contents for the serious game development of the customized diet education in Type II Diabetes. Because the development of the existing serious game focuses on Type I Diabetes, this study was designed to carry out customized education through the interaction between Type II Diabetes and health manager. The period of data collection was from July 11 to December 26 in Y2015, the subjects were selected from a total of 26 people suitable for Type II diabetes who visited the public health center to apply for a diabetic diet education and completed the 8 continued education. After receiving customized diet prototype education, the self-care behaviors and HbA1C of the subjects were statistically significantly increased(p<.05)

The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients (게임을 활용한 기능성 콘텐츠가 노인 당뇨환자의 자기효능감, 인지기능에 미치는 영향)

  • Ahn, Tae-Hong;Kim, Yu-Jeong;Wie, Seoung Uk
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.149-160
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    • 2017
  • In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).