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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.15 no.1, 2015년, pp.155 - 170
This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning eff...
핵심어 | 질문 | 논문에서 추출한 답변 |
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21세기는 어떠한 시대인가? | 21세기는 생산의 시대와 기술의 시대를 지나 기술과 감성의 시대로 접어들었다. 그에 따라 소비자의 니즈 또한 단순하고 획일 된 것에서 소프트 강화를 통한 차별성과 감성을 중시하게 되었다[1]. | |
최근 플레이어들은 체감형 댄스 게임을 어떠한 목적으로 활용하고 있는가? | 최근 댄스게임의 활용에 있어 다이어트목적과 재미추구 등으로 접근하여 효과를 얻는 플레이어들이 많아졌다. 또한 교육기관 내에서 활용도가 높아지고 있으며, 체육담당교사의 부재, 무용전공교사의 부재를 보완하는 대안으로 활용되고 있다. | |
CT가 경제적 고부가가치 산업으로 부흥하게된 사회적 배경은? | 그에 따라 소비자의 니즈 또한 단순하고 획일 된 것에서 소프트 강화를 통한 차별성과 감성을 중시하게 되었다[1]. 이렇게 기술과 감성이 접목되는 디지털 융합의 패러다임 변화는 IT 발전이 그 단초를 제공하였고 디지털 콘텐츠의 수요급증에 따라 CT(Culture Technology)가 경제적 고부가가치 산업으로써 부흥하였다. |
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