• Title/Summary/Keyword: Healing Games

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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.

Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.1-7
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    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

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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A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

A Study on The Improvement of Mobile Coloring Book Game Interface (모바일 컬러링 북 게임 인터페이스 개선방향 연구)

  • Lee, Jun-Hee;Jung, Hyung-Won
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.109-118
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    • 2019
  • This paper shows the need to study the commercialized color book game screen composition and manipulation interface type in order to enhance the utilization of the serious game mobile coloring book game, which is utilized from the learning of color sense in modern people and children to the hobby life of adults or old people. For the healing of modern people, we are going to look at the design configuration of game screen interfaces in simple and fun mobile coloring book games, and propose a new way to improve interface design that improves uncomfortable design by organizing and analyzing basic interface UI design types.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

The Effect of Virtual Reality-based Physical Activity Therapy Program on Physical Fitness Factors in Adult - Systematic Reviews - (가상현실 기반 신체활동 치유 프로그램이 성인의 체력요인에 미치는 효과 - 체계적 고찰 -)

  • Park, Sang-Kyun;Tomita, Sigeru;Kim, Dae-Sik;Lee, Wang-Lok
    • Journal of Korean Society of Rural Planning
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    • v.28 no.2
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    • pp.33-40
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    • 2022
  • The purpose of this study is to review the effect of previous research data with virtual reality-based Physical Activity Therapy Programs(PATPs) in adult on the physical fitness factors. Research articles were retrieved from 2008 to 2021 with the Research Information Sharing Service(RISS) and Pubmed database. The main search terms were 'care', 'therapy', 'healing', 'exercise' or 'physical activity', and 'virtual reality'. The criteria for selecting articles of this study were the originality, duplication, Randomized controlled trial(RCT) experiment and subject. Finally, 18 papers were selected among 318 articles, which were excluded if any of the criteria was not satisfied. Most of papers(15) were conducted in the last 5 years, because of the high interest due to the development of virtual reality implementation technology and COVID-19 pandemic. The participants were mainly patients(8), and the types of diseases were stroke(2). The physical fitness factors were mostly balance ability(7), muscle strength(7), and range of motion(6). All the physical fitness factors were significantly improved after PATPs. However, 11 studies were conducted for less than 4 weeks, including 6 studies were performed a bout of acute exercise. Also, 14 studies did not clearly present the intensity of PATPs. In addition, there were 9 studies, that simply applied games without specialized programs. In conclusion, it seems that virtual reality-based PATPs have a positive effect on physical fitness factors. However, VR-based PATPs should be specialized and developed in order to verify their effectiveness for the further research.