• Title/Summary/Keyword: A Serious Game

Search Result 255, Processing Time 0.023 seconds

A Study on Game Development for Strategic Human Resource Management (전략적 인적자원관리 게임 개발에 관한 연구)

  • Jeon, JoongYang;Bae, Soon-Han
    • Journal of Digital Convergence
    • /
    • v.10 no.10
    • /
    • pp.129-137
    • /
    • 2012
  • Entering $21^{st}$ Century, the most critical keyword for companies is change and innovation. To achieve it, Obtaining right person becomes more and more important to those companies. It is not only supported by managers in business world but also by academia. However it is not easy to obtain right persons who have right experiences and knowledges. Therefore, the purpose of this study is to build strategic system which support help to hire and manage human resource. In this study, the suggested system is a type of strategic simulation game and job seeker can get several opportunities to be hired by joining the game. this system would help for companies to manage and hire right persons and there will be extra business opportunities. In conclusion, this system based on strategic simulation game would help human resource management and also promote job market and exchanging and trading companies' information and knowledge as well.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.661-668
    • /
    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

  • PDF

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
    • /
    • v.13 no.3
    • /
    • pp.17-24
    • /
    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

A Study on the Relationship between Psychophysiological Experience and Negative Attitude in Smoking Serious Games (흡연 기능성 게임에서 심리생리학적 경험과 흡연의 부정적 태도와의 관계에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.189-198
    • /
    • 2017
  • The purpose of this study is to investigate the relationship between smoking attitudes and psychophysiological variables and to find out whether smoking cessation activities can be helpful for smoking cessation. We set up Negative Attitudes experience as a dependent variable. Several factors including Psychological Resistance, Psychological Distress and brainwave(Left brain ${\theta}$, Right Brain ${\theta}$) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, psychological resistance had negative influences on negative attitudes toward smoking in smoking simulation game and psychological distress had positive effect. And left brain ${\theta}$ had negative influences on negative attitudes toward smoking in smoking simulation game and right brain ${\theta}$ had positive effect.

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.4
    • /
    • pp.1589-1596
    • /
    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.

Development of Medical Rehabilitation Game and Rehabilitation Possibility Using EMG and Gyroscope Signal (근전도 및 자이로스코프 신호를 활용한 의료용 재활게임 개발과 재활치료 가능성)

  • Lim, Jong Heon;Lee, Joon Jae
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.40 no.1
    • /
    • pp.171-182
    • /
    • 2015
  • For fast recovery from physical discomfort and getting back to normal life, many rehabilitation treatments have been performed on patients. Computer games have been one of such treatments that are able to apply to patients effectively. However, because most of such games are locational-based, it is hard to figure out exact medical condition of patients that provide more information to medical doctors. This paper presents a rehabilitation game for patients, which is locational-based as well as rotational-based, who are having external wound or aging diseases by using electromyography signal and gyroscopic sensors. Through this game, we are able to understand how to lead the patients to involve in physical therapy more and how to obtain exact conditions of patients from the games. From several experiments, we found out that our games are able to make patients to increase their physical activity and possibility.

Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.1
    • /
    • pp.97-112
    • /
    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

The Development of Brain Health Care Game Applications to prevent Digital Dementia

  • Cho, Young-Ju;Kim, Hye-Suk;Kim, Jin-Hyuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.12
    • /
    • pp.51-58
    • /
    • 2016
  • Recently, with various developments made to smart-phones and other digital devices in the IoT environment, modern people tend to pursue comfort in their own lifestyles. These environment has helped us to obtain any information or data in despite of location and time. But it has caused them to be overly reliant on digital devices in doing any kind of daily work, trusting the digital devices more than oneself. As a result of this over reliance, modern people's memorizing and calculating ability have deteriorated critically. This symptom is known as the Digital Dementia. In this paper, we study the phenomenon of digital dementia caused by smart-phones, and we suggest a method of developing "memorize the phone number" game applications in IoT environment to the problem of digital dementia. Test results show that, through the use of application, not only the users were able to have fun memorizing the numbers, but also, to show improvement in their memorizing ability. Thus, we expect that the application suggested above will help in preventing digital dementia and maintain brain health.

Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.9
    • /
    • pp.248-256
    • /
    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

The Online Game Coined Profanity Filtering System by using Semi-Global Alignment (반 전역 정렬을 이용한 온라인 게임 변형 욕설 필터링 시스템)

  • Yoon, Tai-Jin;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.113-120
    • /
    • 2009
  • Currently the verbal abuse in text message over on-line game is so serious. However we do not have any effective policy or technical tools yet. Till now in order to cope with this problem, the online game service providers have accumulated a set of forbidden words and applied this list on the textual word used in on-line game, which is called 'Swear filter'. But young on-line game players easily avoid this filtering method by coining another words which is not kept in the list. Especially Korean is very easy to make new variations of a vulgar word. In this paper, we propose one smart filtering algorithm to identify newly coined profanities. Important features of our method include the canonical form transformation of coined profanities, semi-global alignment between in the level of consonant and vowel units. For experiment, we have collected more than 1000 newly coined vulgar words in on-line gaming sites and tested these word against our methods. where our system have successfully filtered more than 90% of those newly coined vulgar words.