• Title/Summary/Keyword: 치료적 기능성 게임

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Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

Analysis on Serious Games for Psychotherapy (정신 치료를 위한 기능성 게임 분석)

  • Lee, Myoun-Jae;Ko, Ki-Sook;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.417-427
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    • 2011
  • Serious games combine game entertainment with original purpose in special fields(education, health, sport, military, public), Now, many serious games have been developing in this country, but main points on development factors in serious games have not been presented. In this paper, we analyze existing games which were developed for psychotherapy with essential factors of human-service game presented by Hy Resnick and Moshe Sherer, for developing serious games in psychotherapy field. And, we discuss development methods of psychotherapy game based on the analyzed factors. This paper shows theoretical bases in serious game for psychotherapy, provides guidelines for developers to produce a serious game in psychotherapy.

A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.744-761
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    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

A Study on The Disturbed's Healing Games of Green Contents Concept (그린콘텐츠 개념을 적용한 정신장애 치료게임 연구)

  • Lee, Yeon-Sook
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.11-20
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    • 2007
  • Functional Games, which have developed in Korea until now, is only for the healthy people's education. There are less functional games for neglected people, specially for the disturbed's healing. I define 'Green Contents' as contents which is helpful to both of nature and human, especially to the week, and also they are not developed only for the commercial aim. Functional Games for the disturbed's healing should be developed as' Green Contents.' If functional games for the disturbed's healing will be developed as aspects of technology and contents development, they will have more effects to people, and also people will need them more. For this study, I analyze art therapy, which is a normal treatment to give a social nature and self respect to the disturbed. Also I developed a functional game program for the disturbed's healing as based on psychoanalyst's theories and suggest it's Road-map. This study will be useful for the developer who want to develop this kinds of games afterwards, and various functional games for the disturbed's healing as Green Contents should be more developed in the near future.

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Change to Useful Game: Trends of Serious Game (유익한 게임으로의 변화: 기능성 게임 동향)

  • Lee, H.J.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.43-50
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    • 2012
  • 게임 사용자층이 다양화되고 확대되어 감에 따라 게임의 과몰입에 대한 우려가 증가하고 있는 것이 현실이다. 이에 따라 게임에 대한 역기능과 부정적 인식을 넘어서 "유익한 게임", "도움이 되는 게임"으로 변화하기 위한 노력도 최근 몇 년 전부터 활발하게 진행이 되어 왔다. 순기능을 기반으로 한 게임인 기능성 게임(serious game)은, 기존의 게임에서 가지고 있던 단순한 재미 요소 이외에 교육, 학습, 훈련, 치료 등의 특별한 목적을 접목시켜 게임이 가지는 순기능을 더욱 확장시키고자 하는 것이다. 본고에서는 기능성 게임의 응용 분야 및 국내 외 성공 사례를 중심으로 동향을 살펴보고 세계적 흐름을 파악하여, 날로 치열해지고 있는 세계 게임 산업에서 주도권을 갖기 위해 필요한 전략이 무엇인지를 생각해보는 기회가 되고자 한다.

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The Quality Evaluation Elements for Educational Serious Game : Focusing on Non-technical Elements (교육용 기능성게임의 품질 평가 요소 : 비기술적 요소를 중심으로)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.111-112
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    • 2012
  • 게임의 순기능을 이용해 교육, 훈련, 치료 등의 목적으로 개발된 기능성 게임은 이용자들의 게임 선택을 위해 게임의 품질과 관련된 정확한 정보가 제공되는 것이 중요하다. 기능성게임의 품질을 평가하기 위한 기술적, 비기술적 영역 가운데 비기술적 영역은 기능성게임의 종류를 반영한 요소들로 구성된다. 본 연구는 교육용 기능성 게임의 비기술적 품질 평가 영역을 추출하고 이를 검증하였다. 본 연구를 위해 사용된 방법론은 다른 종류의 기능성 게임의 품질평가 요소 추출을 위한 가이드 역할을 할 것으로 기대된다. 향 후 본 연구의 결과를 이용하여 교육용 기능성 게임의 품질 평가 메트릭을 개발할 예정이다.

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The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.39-46
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    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

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Virtual Reality-Based Exercise Games for Finger Rehabilitation Following Chronic Stroke (만성 뇌졸중 환자의 손가락 재활을 위한 가상현실 기반의 운동 게임)

  • Park, Hee-Woo;Kim, Young;Seo, Jung-Yeon;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1100-1102
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    • 2017
  • 손가락 운동은 뇌에 가장 큰 영향을 미친다고 알려져 있으며, 손의 기능은 운동과 감각의 복합 기능을 가지고 있기 때문에 식사하기, 옷 입기 등 일상생활을 하는데 있어 반드시 필요하다. 본 연구는 만성 뇌졸중 환자를 대상으로 손가락 재활치료를 위해 환자의 손동작 인식을 위한 'Real Sense'와 게임 개발 엔진인 'Unity3D'를 연동하여 게임을 개발하는 것을 목적으로 한다. 제안하는 게임은 활동성을 부가함으로써 손가락 재활이라는 특정 목적을 달성하는 기능성 게임이며, 주어진 과제를 단계별로 나누어 진행하도록 하여 난이도를 설정하였다. 우리는 환자들의 게임 참여도를 높이기 위해 딱딱한 화면이 아닌 친숙한 게임형식으로 구성하여 환자들이 지루함 없이 자발적으로 재활치료를 할 수 있도록 도움을 주며, 환자들은 우리의 게임을 이용하며 손가락을 균형 있게 사용함으로써 뇌 활동을 향상시킬 수 있다. 기존의 재활치료는 환자가 직접 병원을 가야하는 불편함과 가격이 비싼 재활 치료 기계를 사야하는 반면에 본 연구에서는 비교적 저렴하고 가벼운 'Real Sense'를 이용하여 시간과 공간에 얽매이지 않고 재활치료를 할 수 있도록 하였다.

A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury (어깨손상 환자의 자가 재활을 위한 기능성 게임 연구)

  • Kim, Ki-Hoon;Lee, Woo-Suk;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.87-100
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    • 2019
  • Serious games based on VR(Virtual Reality) and motion recognition technologies have been studied in physical therapy and have shown significant positive effects. These existing systems have focused on measuring performance for the general public rather than patients which need rehabilitation. In the paper, We propose a serious game of self-rehabilitation that measures the patient's current physical state to generate appropriate difficulty levels to aid patients with shoulder injury.