• Title/Summary/Keyword: A Serious Game

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Development of a Quality Evaluation Standard for Educational Serious Games

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.103-111
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    • 2013
  • Given the lack of suitable quality evaluation standards for educational serious games (designed for both entertainment and instruction), we designed a development framework for evaluation standards of educational serious games and proceeded to develop standards in accordance with our proposed procedure. Our standards were designed to evaluate the quality of both technical and non-technical elements of educational serious game software products. We conducted a survey on the need for individual elements of the standard. Participants rated the need for each element on a five-point Likert scale. We then performed a reliability analysis of the survey results. Based on the survey results, we established a final standard for quality evaluation composed of 9 main elements and 31 sub-elements. The results of our research will contribute useful information to users as well as to the developers of educational serious games.

A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy (게임의 긍정적 역할과 인식변화를 위한 기능성 게임의 개발에 관한 연구)

  • Kim, Young-Su;Kim, Na-Young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.39-48
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    • 2014
  • Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.

A Study on the Direction of Storytelling for the Activation of Serious Games (기능성 게임의 활성화를 위한 스토리텔링 방향 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.183-192
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    • 2014
  • In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.43-52
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    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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A Literature Review of Outcome Variables for Serious Games: Focusing on Knowledge Aquisition Outcome Variables (기능성게임의 성과 측정 변수에 대한 문헌 연구: 지식습득 성과변수를 중심으로)

  • Park, Su-jung;Park, So-Hee;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.459-460
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    • 2015
  • There has been highly increased interests in serious games as a result of the development of game industry. But there are limitations in further development due to negative aspects of game in spite of positive aspects of serious game. Recently, related studies have made efforts to provide positive outcomes of serious games. This study examine to analyze the impact of knowledge acquisition among the various outcome variables in serious games. Through the study, we examine the literature review about knowledge acquisition in various domain on serious games and identify the methodology for assessing outcome variables especially knowledge acquisition.

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A Study on Medical Serious Game: Classification & Possibility (의료용 기능성 게임에 대한 고찰)

  • Woo, Tack;Yeom, Jin
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.91-99
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    • 2012
  • The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.

Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

The Development of Serious Game to Improve Cognitive Ability for Children with Borderline Intelligence (경계선 지능 아동을 위한 인지능력 향상 기능성 게임 개발)

  • Hong, Inseok;Choi, Youngmee;Yoon, Taebok
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.129-138
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    • 2016
  • Recently, the number of children who are required to take special care are increasing because of the fast-changing society and the environment factor. Among them, most children in poor family are leading to Children with borderline intelligence, so urgent action are needed to prevent this situation. This study is conducted to establish the reason why children with borderline intelligence are taking place. In addition, this study embodies serious game as a solution which is able to prevent and cure this children with borderline intelligence problem. This game was made to improve weak memory, concentration and judgment of children with borderline intelligence and was verified in effectiveness by thirty people and experts.