A study on an analysis of success factors of a serious game: In case of Anti-aging Village
DC Field | Value | Language |
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dc.contributor.author | Yoon, H. | - |
dc.date.available | 2020-02-28T18:44:31Z | - |
dc.date.created | 2020-02-12 | - |
dc.date.issued | 2014 | - |
dc.identifier.issn | 1975-0080 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/12976 | - |
dc.description.abstract | This 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.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | Science and Engineering Research Support Society | - |
dc.relation.isPartOf | International Journal of Multimedia and Ubiquitous Engineering | - |
dc.subject | Design | - |
dc.subject | Rural areas | - |
dc.subject | Cognitive functions | - |
dc.subject | Cognitive skill | - |
dc.subject | Elderly populations | - |
dc.subject | Game analysis | - |
dc.subject | Key success factors | - |
dc.subject | Production process | - |
dc.subject | Radio frequencies | - |
dc.subject | research methods | - |
dc.subject | Serious games | - |
dc.title | A study on an analysis of success factors of a serious game: In case of Anti-aging Village | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.description.journalClass | 1 | - |
dc.identifier.doi | 10.14257/ijmue.2014.9.7.17 | - |
dc.identifier.bibliographicCitation | International Journal of Multimedia and Ubiquitous Engineering, v.9, no.7, pp.205 - 214 | - |
dc.identifier.scopusid | 2-s2.0-84905241123 | - |
dc.citation.endPage | 214 | - |
dc.citation.startPage | 205 | - |
dc.citation.title | International Journal of Multimedia and Ubiquitous Engineering | - |
dc.citation.volume | 9 | - |
dc.citation.number | 7 | - |
dc.contributor.affiliatedAuthor | Yoon, H. | - |
dc.type.docType | Article | - |
dc.subject.keywordAuthor | Design | - |
dc.subject.keywordAuthor | Game analysis | - |
dc.subject.keywordAuthor | Game for cognitive skills | - |
dc.subject.keywordAuthor | Game for healthcare | - |
dc.subject.keywordAuthor | Serious game | - |
dc.subject.keywordPlus | Design | - |
dc.subject.keywordPlus | Rural areas | - |
dc.subject.keywordPlus | Cognitive functions | - |
dc.subject.keywordPlus | Cognitive skill | - |
dc.subject.keywordPlus | Elderly populations | - |
dc.subject.keywordPlus | Game analysis | - |
dc.subject.keywordPlus | Key success factors | - |
dc.subject.keywordPlus | Production process | - |
dc.subject.keywordPlus | Radio frequencies | - |
dc.subject.keywordPlus | research methods | - |
dc.subject.keywordPlus | Serious games | - |
dc.description.journalRegisteredClass | scopus | - |
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