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A study on an analysis of success factors of a serious game: In case of Anti-aging Village

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dc.contributor.authorYoon, H.-
dc.date.available2020-02-28T18:44:31Z-
dc.date.created2020-02-12-
dc.date.issued2014-
dc.identifier.issn1975-0080-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/12976-
dc.description.abstractThis paper is a case study for serious game to derive key success factors by production process. So I selected an arcade serious game for the elderly named Anti-aging Village according to the strict criteria. This research method is so subjective and qualitative, so I complemented by using clinical trials and play test results and by interviewing twice a director of this game. After analyzing a serious game I found some key success factors as follows; first, they had understood enough the state of growing elderly population in South Korea and designed gameplay well for improving cognitive function for the elderly. Second, they organized a development team including some experts and made use of the feature as a RF (Radio Frequency) card. Third, they validated the effectiveness of a serious game through clinical trials and play test. This paper will help for serious game design and could be the guideline for the development of serious game for elderly. © 2014 SERSC.-
dc.language영어-
dc.language.isoen-
dc.publisherScience and Engineering Research Support Society-
dc.relation.isPartOfInternational Journal of Multimedia and Ubiquitous Engineering-
dc.subjectDesign-
dc.subjectRural areas-
dc.subjectCognitive functions-
dc.subjectCognitive skill-
dc.subjectElderly populations-
dc.subjectGame analysis-
dc.subjectKey success factors-
dc.subjectProduction process-
dc.subjectRadio frequencies-
dc.subjectresearch methods-
dc.subjectSerious games-
dc.titleA study on an analysis of success factors of a serious game: In case of Anti-aging Village-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass1-
dc.identifier.doi10.14257/ijmue.2014.9.7.17-
dc.identifier.bibliographicCitationInternational Journal of Multimedia and Ubiquitous Engineering, v.9, no.7, pp.205 - 214-
dc.identifier.scopusid2-s2.0-84905241123-
dc.citation.endPage214-
dc.citation.startPage205-
dc.citation.titleInternational Journal of Multimedia and Ubiquitous Engineering-
dc.citation.volume9-
dc.citation.number7-
dc.contributor.affiliatedAuthorYoon, H.-
dc.type.docTypeArticle-
dc.subject.keywordAuthorDesign-
dc.subject.keywordAuthorGame analysis-
dc.subject.keywordAuthorGame for cognitive skills-
dc.subject.keywordAuthorGame for healthcare-
dc.subject.keywordAuthorSerious game-
dc.subject.keywordPlusDesign-
dc.subject.keywordPlusRural areas-
dc.subject.keywordPlusCognitive functions-
dc.subject.keywordPlusCognitive skill-
dc.subject.keywordPlusElderly populations-
dc.subject.keywordPlusGame analysis-
dc.subject.keywordPlusKey success factors-
dc.subject.keywordPlusProduction process-
dc.subject.keywordPlusRadio frequencies-
dc.subject.keywordPlusresearch methods-
dc.subject.keywordPlusSerious games-
dc.description.journalRegisteredClassscopus-
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