• Title/Summary/Keyword: serious game

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What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.1-7
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    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

ARTIVELOP: Storytelling Serious Game to Deliver Gaslighting Experience (ARTIVELOP: 가스라이팅 경험 전달을 위한 스토리텔링 기능성 게임)

  • Yoo, Hyeseung;Park, Juhui;Kim, Seohee;Jang, Huijeong;Park, Sui;Choi, Joingin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.607-608
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    • 2022
  • 현재 가스라이팅이 중요한 사회적 문제로 대두되고 있으며 이에 대한 정확한 개념을 아는 사람이 많지 않다. 가스라이팅은 데이트 폭력 및 다른 심각한 범죄로 번질 가능성을 가지고 있다. 따라서 본 논문에서는 가스라이팅의 위험성을 알리기 위해 몰입할 수 있는 스토리텔링 기능성 게임 콘텐츠로 가스라이팅 간접 체험을 제공하고자 한다. 기능성 게임은 단지 즐기기 위한 게임이 아닌 재미와 그 이상의 정보를 전달하는 게임이다. 유저들에게 끊임없는 동기의 제공과 문제 전체를 파악하는 능력과 실제로 경험하기 힘든 부분을 간접 체험으로 제공하는 기능성 게임의 특성을 통해 주제를 전달하고자 한다.

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A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

Android Game Repackaging Detection Technique using Shortened Instruction Sequence (축약된 인스트럭션 시퀀스를 이용한 안드로이드 게임 리패키징 탐지 기법)

  • Lee, Gi Seong;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.85-94
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    • 2013
  • Repackaging of mobile games is serious problem in the Android environment. In this paper, we propose a repackaging detection technique using shortened instruction sequence. By using shortened instruction sequence, the proposed technique can be applicable to a mobile device and can block repackaged apps coming from various sources. In the experiment, our technique showed high accuracy of repackaging detection.

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.

The Influence of Game Players' Motivation and Flow on Loyalty (게임 이용자의 동기부여와 몰입이 충성도에 미치는 영향)

  • Lee, Sangjong;Byeon, Hyeonsu
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.207-215
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    • 2019
  • This study was attained to examine the relationship between the videogame players' motivation and loyalty, and to investigate the mediator effect of flow. We conducted a survey based on former researches and verified outcomes through empirical analysis. The results proposed that intrinsic and extrinsic motivation have positive influence on game loyalty, and flow has the mediating effect of this relationship. Additionally, extrinsic motivation has less impact on game loyalty and flow than intrinsic motivation does. The inherent value of game players from this paper will promote the development of VR(virtual reality) games or serious games.

Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

Development of Shoulder Wheel with Adjustable Rotating Speed and Rotating Angle and Application Contents

  • Lee, Jae-Heui;Kim, Jae-Hoon;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.129-140
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    • 2022
  • The purpose of this study to improve the shoulder wheel that is used frequently during shoulder circumduction exercise in a park, to link the shoulder wheel to a game application comprising various shoulder circumduction exercise and shoulder ROM exercise, and to enjoy the game during the exercises. A step motor was added to the shoulder wheel, and the rotating speed and rotating angle, and rotating direction can be controlled. The shoulder height, different for different people, can be controlled as well, so that any user can use this device. The developed application content includes the game elements, to enjoy the repetitive and boring exercise with fun and interest, and the control to adjust the degree of difficulty. This was to help users heighten their desire to rehabilitate by inducing active participation during repetitive shoulder rehabilitation exercise because the game vests users with intrinsic motivation and immersion. If the shoulder wheel and application contents proposed in this study are used, shoulder diseases can be prevented in advance by performing muscle strengthening exercises required in an aging society. This study is expected to contribute to the field of research related to serious games and rehabilitation.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.