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A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation

실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구

  • Kim, Tae-Gyu (Graduate School of Smart Convergence, KwangWoon University) ;
  • Kim, Kyoung-Bae (Tourism Research Institute, Hanyang University) ;
  • Kang, Shin-Young (Sol International Hotel and Foodservice Department, Woosong Collage)
  • 김태규 (광운대학교 스마트융합대학원) ;
  • 김경배 (한양대학교 관광연구소) ;
  • 강신영 (우송정보대학교 글로벌호텔외식과)
  • Received : 2020.03.17
  • Accepted : 2020.06.20
  • Published : 2020.06.28

Abstract

Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

의료 기술의 발전과 생활수준의 향상으로 인해 고령화 시대가 초래되었다. 이와 더불어 기술의 발전과 컴퓨터의 대중화로 인해 콘텐츠 사업이 발전하며 여러 기능성게임이 출시되고 있다. 이러한 기능성게임 중 앞의 고령화 시대의 큰 문제점 중의 하나인 치매 등의 문제를 해결하기 위해 실버 기능성게임이 나오고 있다. 본 연구에서는 실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 중 운동적인 요소에 입각하여 설계 시 도움이 되는 요소에 대해 제안하기 위해 앞선 연구를 분석하였다. 분석한 내용을 근거로 여가제약 요인을 통해 치매 예방 체감형 운동 요소 모델을 제시하였다. 향후 본 연구에서 제시한 치매 예방 체감형 운동 요소 모델을 적용해 실버 체감형 기능성 게임을 설계한다면 장기적으로 효과적이고 효율적인 실버 게임이 출연할 것으로 기대한다.

Keywords

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