최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.13 no.4, 2013년, pp.73 - 90
이혜림 (건국대학교 문화콘텐츠학과) , 정의준 (건국대학교 문화콘텐츠학과)
Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications...
핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
과거에는 게임에 대한 인식이 어땠나요? | 디지털 콘텐츠 중에서도 게임의 영향력은 흥미로운 사례들을 양산하며 우리 삶에 다양한 방식으로 영향을 주고 있다[1,2]. 과거에는 게임이 소모적 여가 활동으로 여겨지거나 게임 중독 및 폭력적인 게임에 대한 인식으로 인하여 부정적인 관점이 우세하였다. 하지만 현재 게임은 그 고유한 특징으로 인하여 우리 사회에 유용한 도구로 활용되고 있다. | |
기능성 게임이란 무엇인가요? | 하지만 현재 게임은 그 고유한 특징으로 인하여 우리 사회에 유용한 도구로 활용되고 있다. 이렇게 사회에 다각적인 측면에서 도움을 줄 수 있는 게임을 기능성 게임(Serious Game)이라 한다. | |
Serious game이 가지는 장점 및 전망은? | 기능성 게임이란 1970년대 사회학자 Clark Abt 가 ‘Serious game’이라고 명명한 것을 시작으로, 연구와 개발을 통하여 현재는 정부나 기업, 군사, 보건 및 의료, 교육 분야 등을 아우르는 다양한 분야에서 ‘재미’와 목적지향적인 ‘기능’이 접목된 사회적이며 교육적인 도구로 활용되고 있다[3,4,35]. 이러한 기능성 게임은 대부분의 분야에 응용 가능하고 모든 연령대가 사용 가능하기 때문에[5] 사회전반에 걸쳐 활용도가 굉장히 높다. 그리고 효과가 유의미하게 나타남에 따라, 그 영향력에 대한 연구도 미국, 영국, 캐나다, 독일, 덴마크, 노르웨이, 핀란드, 스웨덴 등에서 심도 있게 진행 중이다[6]. |
Gee, J. P., What Video Games have to Teach us about Learning and Literacy. PalGrave-McMillan, New York, 2003.
Prensky, M., Digital Game-Based Learning. Paragon House Edition, First Edition 2001 by The McGraw Hill Companies, 2007.
Michael, D. & Chen, S., Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology, 2006.
Zyda, M., From visual simulation to virtual reality to games. Computer, 38(9), 25-32, 2005.
Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali, The Serious Game: What Educational Benefits?, Social and Behavioral Sciences, Volume 46, Pages 5502-5508, 2012.
Tarja Susi, Mikael Johannesson, Per Backlund, Serious Games - An Overview, Technical Report HS- IKI -TR-07-001, School of Humanities and Informatics University of Skovde, Sweden, 2007.
Mitchell, A. & Savill-Smith, C., "The use of computer and video games for learning. A Review of the literature." London: Learning and Skills Development Agency, 2004.
Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Classifying Serious Games: the G/P/S model, Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, 2011.
http://en.wikipedia.org/wiki/Serious_game
Josef Wiemeyer & Annika Kliem, Serious games in prevention and rehabilitation-a new panacea for elderly people?, European Group for Research into Elderly and Physical Activity (EGREPA), 2011.
Baranowski T, Thompson D, Buday R, Lu AS, Baranowski J., Design of video games for children's diet and physical activity behaviour change. Int J Comp Sci Sport 9:3-17 (Special Edition 2: Serious Games), 2010.
Brown, S.J., Lieberman, D.A., Gemeny, B.A., Fan, Y.C., Wilson, D.M., & Pasta, D.J., Educational video game for juvenile diabetes: Results of a controlled trial. Medical Informatics, 22, 77-89, 1997.
Lieberman, D. A., Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38, 2001a.
Lieberman D. A., Interactive video games for health promotion: effects on knowledge, self-efficacy, social support, and health. In: Street RL, Gold WR, Manning T (eds) Health promotion and interactive technology: theoretical applications and future directions. Erlbaum, Mahwah, pp 103-120, 1997.
Bartholomew, L.K., Gold, R.S., Parcel, G.S., Czyzewski, D.I., Sockrider, M.M., Fernandez, M. et al., Watch, Discover, Think, and Act: Evaluation of computer-assisted instruction to improve asthma self-management in inner-city children. Patient Education and Counseling, 39, 269-280, 2000.
Kato, P.M., Cole, S.W., Bradlyn, A.S. & Pollock, B.H., "A video game improves behavioural outcomes in adolescents and young adults with cancer: A randomized trial." Pediatrics, 122 (2), 305-317, 2008.
Redd WH, Jacobsen PB, Die-Trill M, Dermatis H, McEvoy M, Holland JC, Cognitive/Attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. Journal of Consulting and Clinical Psychology 53(3):391-395, 1987.
Cole, S.W., Kato, P.M., Marin-Bowling, V.M., Dahl, G.V., & Pollock, B.H., Clinical trial of Re-Mission: A video game for young people with cancer. Cyberpsychology & Behavior, 9, 665-666, 2006.
Vilozni D, Bar-Yishay E, Gur I, Shapira Y, Meyer S, Godfrey S., Computerized respiratory muscle training in children with Duchenne muscular dystrophy, Neuromuscul Disord 4(3):249-255, 1994.
Chuang T-Y, SungW-H, Chang H-A, Wang R-Y, Effect of a virtual reality-enhanced exercise protocol after coronary artery bypass grafting. Physical Therapy, 86(10):1369-1377, 2006.
Betker AL, Desai A, Nett C, Papadia N, Szturm T., Gamebased exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Physical Therapy 87(10):1389-1398, 2007.
Crosbie JH, Lennon S, Basford JR, McDonough SM., Virtual reality in stroke rehabilitation: still more virtual than real, Disability & Rehabilitation 29(14):1139-46; discussion 1147-52, 2007.
Deutsch JE, Borbely M, Filler J, Huhn K, Guarrera-Bowlby P, Use of a low-cost, commercially available gaming console(Wii) for rehabilitation of an adolescent with cerebral palsy, Physical Therapy 88(10):1196-1207, 2008.
Halton J., Virtual rehabilitation with video games: a new frontier for occupational therapy. Occupational Therapy Now, vol 9.6, 2008.
Krichevets, A.N., Sirotkina, E.B., Yevsevicheva, I.V., & Zeldin, L.M., Computer games as a means of movement rehabilitation. Disability and Rehabilitation: An International Multidisciplinary Journal, 17:100-105, 1994.
Rand D, Kizony R, Weiss PL., The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4):153-166, 2008.
Saposnik G, Levin M, Outcome Research Canada (SORCan) Working Group, Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians. Stroke 42(5):1380-6, 2011.
Yavuzer G, Senel A, Atay MB, Stam HJ "Playstation eyetoy games" improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial, European Journal of Physical and Rehabilitation Medicine 44(3):237-244, 2008.
Szer J, Video games as physiotherapy, Medical journal of Australia, 1:401-402, 1983.
Davis M, Quittner AL, Stack CM, Yang MCK, Controlled evaluation of the STARBRIGHT CD-ROM program for children and adolescents with cystic fibrosis. J Pediatr Psychol 29(4):259-267, 2004.
Adriaenssens P, Eggermont E, Pyck K, The video invasion of rehabilitation. Burns 14(5):417-419, 1988.
O'Connor TJ, Evaluation of a manual wheelchair interface to computer games. Neurorehabil Neural Repair 14(1):21-31, 2000.
Lotan M, Yolan-Chamovitz S, Weiss PL, Improving physical fitness of individuals with intellectual and developmental disability through a Virtual Reality Intervention Program. Res Dev Disabil 30:229-239, 2008.
Rosenberg D, Depp C, Vahia IV, Reichstadt J, Palmer BW, Kerr J, Norman G, Jeste DV, Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. Am J Psychiatry 18:221-226, 2010.
Abt, Clark C., Serious Games, Viking Press, 1970.
recitation, in Houda Mouaheb et al., 2012, Amato E. A., Vers une instrumentalisation communicationnelle des jeux video : quelles formes de seduction ideologique ou publicitaire? in MEIMARIS M., GOUSCOS D. (dir.), Enjeux et Usages des Technologies de l'Information et de la Communication, tome 2, [Actes du Colloque international EUTIC 2007 du 7-10 novembre 2007, Athenes], Gutenberg publications, pp. 306-315, 2007.
Alvarez, J., & Rampnoux, O., & Jessel, J-P., & Methel, G., Serious Game: just a question of posture?, In Artificial and Ambient Intelligence convention, Artificial Societies for Ambient Intelligence, AISB (ASAMi) pp 420-426, UK, University of Newcastle, 2007.
Corti, K., Games-based Learning; a serious business application. PIXE Learning Limited, 2006.
Squire, K. & Jenkins, H., Harnessing the power of games in education. Insight, 3(1), 5-33, 2003.
van Eck, R., Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, march/april, 16-30, 2006.
Vorderer P, Bryant J., Playing Video Games: Motives, Responses, and Consequences. New York; Routledge, Taylor & Francis Group; 2006.
Ferguson CJ., The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatr Q 2007; 78:309-316, 2007.
Mitchell, A. & Savill-Smith, C., The use of computer and video games for learning: A review of the literature. Learning and Skills Development Agency, 2004.
Enochsson, L., Isaksson, B., Tour, R., Kjellin, A., Hedman, L., Wredmark, T. & Tsai-Fellander, L., Visuospatial skills and computer game experience influence the performance of virtual endoscopy. Journal of Gastrointestinal Surgery, 8(7), 874-880, 2004.
ELSPA, Unlimited learning: Computer and video games in the learning landscape. Entertainment and Leisure Software Publishers Association, ELSPA, 2006.
Squire, K., & Steinkuehler, C., Meet the gamers. Library Journal, 130(7), 38-42, 2005.
Baranowski T, Buday R, Thompson DI, Baranowski J., Playing for real. Video games and stories for health-related behavior change. Am J Prev Med 34(1):74-82, 2008.
Papastergiou M., Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53:603-622, 2009.
Esmaeel Rahmani,Suzanne Austin Boren, Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials, GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications Volume 1, Number 5, 2012
Dobnik, V., Video game playing surgeons make fewer mistakes. Associated Press, April 7, 2004.
Rosenberg, B. H., Landsittel, D., & Averch, T. D., Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376, 2005.
Wei Peng, Ming Liu, An Overview of Using Electronic, Games for Health Purposes. IGI Global, pp.388-401, 2009.
http://www.healthgamers.com/health-games/참고.
Baranowski, T., Baranowski, J., Cullen, K.W., Marsh, T., Islam, N., Zakeri, I. et al., Squire's quest! Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24, 52-61, 2003.
Lieberman, D.A., Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24, 26-38, 2001.
Petty RE, Cacioppo JT., Communication and persuasion: central and peripheral routes to attitude change. New York: Springer, 1986.
Watters, C., Oore, S., Shepherd, M., Abouzied, A., Cox, A., Kellar, M., Kharrazi, H., Liu, F., & Otley, A., Extending the Use of Games in Health Care. In the Proceedings of the Hawaii International Conference on System Science (HICSS '06), Kauai, HI, 2006.
Bandura, A., Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review 84 (2):191-215, 1977.
Nick Yee, Jeremy N. Bailenson and Nicolas Ducheneaut, The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior, Communication Research published online 22 January 2009.
Bailenson, J., & Blascovich, J., Avatars. In W. S. Bainbridge (Ed.), Encyclopedia of human computer interaction. Great Barrington, MA: Berkshire, 2004.
Glenn Albright, Ron Goldman; BBA, Kristen M. Shockley, Fiona McDevitt; LMSW, Sam Akabas; MSW, Using an Avatar-Based Simulation to Train Families to Motivate Veterans with Post-Deployment Stress to Seek Help at the VA, GAMES FOR HEALTH: Research, Development, and Clinical Applications Volume 1, Number 1, Mary Ann Liebert, Inc., 2011.
Theory at a Glance: A Guide For Health Promotion Practice; Second Edition, U.S. Department of Health and Human Services, National Institutes of Health, 2005.
http://game.mk.co.kr/main/gamenews_detail.php?NO201300133990
http://www.etnews.com/news/contents/game/2724967_1489.html
http://www.fnnews.com/view? raSent0901m_View&corpfnnews&arcid00000921547257&cDateYear2009&cDateMonth01&cDateDay20
National Institutes of Health(2005), Theory at a Glance: A Guide For Health Promotion Practice, Second Edition, U.S. DEPARTMENT OF HEALTH AND HUMAN SERVICES, 2005.
Azjen I, Driver BL., Prediction of leisure participation from behavioral, normative, and control beliefs: an application of the theory of planned behavior. Leisure Science 13:185-204, 1991.
John O. Elliotta, Brenda F. Sealsb,Mercedes P. Jacobsonc, Use of the Precaution Adoption Process Model to examine predictors of osteoprotective behavior in epilepsy, Seizure Volume 16, Issue 5, Pages 424-437, July 2007.
Prochaska, J., Johnson, S., & Lee, P., The transtheoretical model of behavior change. In S. Schumaker, E. Schron, J. Ockene & W. McBee (Eds.), The Handbook of Health Behavior Change, 2nd ed. New York, NY: Springer, 1998.
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
Free Access. 출판사/학술단체 등이 허락한 무료 공개 사이트를 통해 자유로운 이용이 가능한 논문
※ AI-Helper는 부적절한 답변을 할 수 있습니다.