• 제목/요약/키워드: serious games

Search Result 166, Processing Time 0.022 seconds

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.111-122
    • /
    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.97-110
    • /
    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
    • /
    • v.26 no.4
    • /
    • pp.1-18
    • /
    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

Research about The Present Situation Relating Online Game Problems (온라인 게임 관련 문제의 현황에 관한 연구)

  • Kim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.2 s.46
    • /
    • pp.299-305
    • /
    • 2007
  • This thesis will show the preparation of politic alternative plan about reaction through studying the domestic and overseas research trend and theories about online games analyzing the related problems. Online games have been already placed as the major culture trend in our society and produced the economic wealth as the major theme of 'Korean trend hot wind', including improvement of our foreign confidence. And the investments in online games and related industry are expected to be great Blue Ocean to us to have relatively deficient endowed resources. But with these beneficial effects, many unexpected reactions have happened and often published by medias, and they will be expected to be serious. So, it is to establish the united solution system of disputes related to online games which are spread in each law. Through this, we must draw prevention effects and use that as the evidence of rational judgements. And we must make the base to give online games the opportunity of upgrading to national strategic industry and try to conduct the research in various fields between academic organizations.

  • PDF

Development of Gesture Recognition-Based 3D Serious Games (치매 예방을 위한 제스처 인식 기반 3D 기능성 게임 개발)

  • He, Guan-Feng;Park, Jin-Woong;Kang, Sun-Kyung;Jung, Sung-Tae
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.103-113
    • /
    • 2011
  • In this paper, we propose gesture recognition based 3D Serious Games to prevent dementia. These games are designed to enhance the effect of preventing dementia by helping increase brain usage and physical activities of users by the entire body gesture recognition. The existing cameras used for gesture recognition technology are limited in terms of recognition ratio and operation range. For more stable recognition of the body gestures, we recognized users with a 3D depth camera, obtained joint data of users, and analyzed joint motions to recognize gestures of the body. Game contents were designed to practice memory, reasoning, calculation, and spatial recognition focusing on the atrophy of brain cells as a major cause of dementia. Game results of each user were saved and analyzed to measure how their recognition skills improved.

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
    • /
    • v.18 no.7
    • /
    • pp.184-192
    • /
    • 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.

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
    • /
    • v.9 no.11
    • /
    • pp.475-486
    • /
    • 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 Analysis of Type of Tutorial for Serious Game (기능성 게임의 튜토리얼 유형 분석에 관한 연구)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.25-32
    • /
    • 2012
  • In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1677-1684
    • /
    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

A Study on Improvement of Information Security awareness through Game: Focusing on Changes in Awareness of Information Security Policies (게임을 통한 정보보안인식 향상에 관한 연구: 개별 정보보안정책에 대한 인식변화를 중심으로)

  • Choi, Jong-hyun
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.28 no.4
    • /
    • pp.951-962
    • /
    • 2018
  • In order to strengthen the information security of the organization, it is important to invest in the information security facility, but the information security awareness of the organization members is also very important. Effective education is needed to raise awareness of this information security. However, the method of collective education utilized by most organizations is not very effective. Educational methods using serious games can be a good alternative. Educational methods using serious games have already proved effective through various cases and researches and are used in many fields. In this paper, we design and implement a game program to improve the awareness of individual information security policy importance. The training was conducted for the members of the organization and the change of awareness about the importance of individual information security policy was examined through analysis of evaluation data before and after the training.