DOI QR코드

DOI QR Code

A case study of model for playability and effectiveness analysis of serious games

기능성게임의 게임성과 효과성 분석 모델 사례 연구

  • Received : 2018.10.02
  • Accepted : 2018.12.20
  • Published : 2018.12.20

Abstract

Serious games are developed not only as a means of enjoying fun, but also as a special purpose in various fields such as education, medicine, public relations, and management. Such a serious game should have the effect of meeting the specific purpose with the game of the general game. However, it is difficult to show both game performance and effectiveness. This study examines game performance and effectiveness of serious game, and suggests a method of finding model of superior serious game. In the experiment, we examined the game performance of some commercial and general games using the proposed method and confirmed the meaningful results.

기능성게임은 단순히 재미를 즐기기 위한 수단이 아닌 교육, 의료, 홍보, 경영 등 다양한 분야에서 특별한 목적을 의도로 개발되어 활용된다. 이러한 기능성게임은 일반적인 게임이 가지는 게임성과 함께 특별한 목적에 부합하는 효과성을 가지고 있어야 한다. 하지만, 게임성과 효과성을 모두 나타내는 것은 어려운 일이다. 본 연구는 기능성게임의 게임성과 효과성을 살펴보고 우수한 기능성 게임의 모델을 찾는 방법을 제시하고자 한다. 실험에서는 상용화되어 서비스중인 몇몇 기능성게임과 일반게임의 게임성과 효과성을 살펴보았고, 의미 있는 결과를 확인하였다.

Keywords

KGOHCL_2018_v18n6_111_f0001.png 이미지

[Fig. 1] Juul‘s the game diagram

KGOHCL_2018_v18n6_111_f0002.png 이미지

[Fig. 2] Result of analysis “Game A”

[Table 1] Social features of digital games

KGOHCL_2018_v18n6_111_t0001.png 이미지

[Table 2] Game performance analysis result

KGOHCL_2018_v18n6_111_t0002.png 이미지

[Table 3] Results of PANAS scale analysis

KGOHCL_2018_v18n6_111_t0003.png 이미지

[Table 4] Results of the SMQ-2 scale analysis

KGOHCL_2018_v18n6_111_t0004.png 이미지

References

  1. Jesper Juul, "The Game, the Player, the World: Looking for a Heart of Gameness", Digital Games Research Conference Proceedings, 2003.
  2. Lesley Smith, Samuel Mann, "Playing the game: A model for gameness in interactive game based learning", Proceedings of the 15th Annual NACCQ, 2002.
  3. In-hwa Lee, "Digital Storytelling", Golden Branch, pp.81-97 2003.
  4. Chester I. Barnard, "The Functions of the Executive", Harvard University Press, 1938.
  5. M. S. Pallak & R. O. Perloff, "Psychology and work: Productivity, change, and employment", American Psychological Association, pp. 89-136, 1986.
  6. Chang-Sam Yang, "Understanding Organizational Behavior", Beobmunsa Press, 1994.
  7. Daniel Luke King, Paul Delfabbro, Mark D Griffiths, "Video Game Structural Characteristics: A New Psychological Taxonomy", International Journal of Mental Health and Addiction, Vol. 8, No. 1, pp.90-106, 2009. https://doi.org/10.1007/s11469-009-9206-4
  8. Mihaly Csikszentmihalyi, "Flow: The Psychology of Optimal Experience", Journal of Leisure Research, Vol. 24, No. 1, pp.93-94, 1990.
  9. P. Sweetser, P. Wyeth, "GameFlow: A Model for Evaluating Player Enjoyment in Games", ACM Computers in Entertainment, Vol. 3, No. 3, 2005.
  10. Fong-Ling Fu, Rong-Chang Su, Sheng-Chin Yu, "EGameFlow: A Scale to Measure Learners' Enjoyment of E-Learning Games",Computers & Education ,Vol.52, No.1, 2009.
  11. Susan A. Jackson, Robert C. Eklund, "Assessing Flow in Physical Activity: The Flow State Scale-2 and Dispositional Flow Scale-2", Journal of Sport and Exercise Psychology, Vol.24, No.2, pp. 133-150, 2002. https://doi.org/10.1123/jsep.24.2.133
  12. Watson D, Clark LA, Tellegen A, "Development and validation of brief measures of positive and negative affect: the PANAS scales", Journal of personality and social psychology, Vol.54, No.6, pp.1063-70,1988. https://doi.org/10.1037/0022-3514.54.6.1063
  13. Shawn M. Glynn,1 Peggy Brickman,2 Norris Armstrong,3 and Gita Taasoobshirazi, "Science Motivation Questionnaire II: Validation With Science Majors and Nonscience Majors", Journal of Research in Science Teaching, Vol. 48, No. 10, pp.1159-1176, 2011. https://doi.org/10.1002/tea.20442
  14. Clara Yoon, Hun Choi, "An Exploratory Study on Outcome Variable for Educational Serious Game", Journal of the Korea Contents Association, Vol. 16, No. 3, 2016.
  15. Per Backlund, Maurice Hendrix, "Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games", 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013.
  16. Noh, Ghee-Young, "A Structural Equation Modelling of the Relationship between User Experience,Self-efficacy and Game Performance in Healthcare Serious Game", Journal of Korea Game Society, Vol. 12, No. 02, 2012.