Cognitive process to evaluate serious games for the elderly
2
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
This paper aims to propose a cognitive evaluation model to be utilized in designing game devices and developing relevant software with the purpose of the prevention of dementia of the elderly among various types of serious games for the elderly intending to improve their physical, mental or social capability. Firstly, a serious game for the elderly has been developed based on the guidelines of the areas pertaining to existing hardware, software and contents. Secondly, a pre-experiment of the game targeting specialists has been conducted in order to re-establish a cognitive evaluation model for the developed result. Thirdly, the cognitive evaluation model for the serious game for the elderly that intends to improve their cognitive capacity has been materialized based on the experiment results. Given the fact that the scope of game contents, most of which used to be focused on teenagers, have been gradually expanding to cover wider range of social classes than ever before, it is expected that the results of this study could be utilized as a model that can verify the games and their contents with special purposes based on the cognitive evaluation of the users.
Abstract
This paper aims to propose a cognitive evaluation model to be utilized in designing game devices and developing relevant software with the purpose of the prevention of dementia of the elderly among various types of serious games for the elderly intending to improve their physical, mental or social capability. Firstly, a serious game for the elderly has been developed based on the guidelines of the areas pertaining to existing hardware, software and contents. Secondly, a pre-experiment of the game targeting specialists has been conducted in order to re-establish a cognitive evaluation model for the developed result. Thirdly, the cognitive evaluation model for the serious game for the elderly that intends to improve their cognitive capacity has been materialized based on the experiment results. Given the fact that the scope of game contents, most of which used to be focused on teenagers, have been gradually expanding to cover wider range of social classes than ever before, it is expected that the results of this study could be utilized as a model that can verify the games and their contents with special purposes based on the cognitive evaluation of the users.
참고문헌 (24)
- Andy Robertson, "What Gamers Want: Silver Gamers", Gamasutra Magazine, ~ (2008)
- "Video games and Health"[URL]
- "Video/Online Games for Health Come of Age : Four Major Trends Now Emerging"[URL]
- Lennart E. Nacke, "Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self- Assessment, and Gameplay Experience", CyberPsychology & Behavior, 12(5), pp.493~499 (2009)
- 김성진, "아케이드 게임기기를 활용한 실버용 기능성게임 디자인", 한국콘텐츠학회 논문지, 9(7), pp.9~18 (2009), 한국콘텐츠학회
- Sungjin Kim, "A study of suitability of arcade platform to apply for the elderly serious game", ICCC2009, pp.711~712 (2009)
- Dumas, "1988: Gould & Lewis, 1995: Rubenstein & Hersh, 1984: Shneiderman", ~ (1992)
- Kim, Jinwoo, "HCI Introduction", pp.191~615 (2008), Ahn graphics
- Park, Changho, "Psychology of Cognitive Engineering: Understanding of interactions between human beings and system", pp.213~ (2007), Sigma Press
- Lee, Jungmo, "Cognitive Psychology", pp.526~ (2009), Hakjisa
- Allen Newell, "Unified Theories of Cognition, President ang Fellows of Harvard College", 61~64 (1990)
- Song, Seungkeun, "Gamers' Cognitive Process on Gameplay in Massively Multi-player Online Role-Playing Game: Towards World of Warcraft Players", 박사, pp.2006
- Card, "GOMS : model of goals, operators, methods, and selection rules", ~ (1983)
- Kim, Jinwoo, "Digital Contents @HCI Lab", Youngjin.com, 548~ (2002)
- Kim, Changsu, "A Study on User-Classification for Usability Evaluation", pp.5~18 (1996), KAIST
- Jef Raskin, "humane interface", pp.96~ (2003), ahn graphics
- Joseph S. Dumas, "Janice Redish, WritingA Practical Guide to Usability Testing Revised Edition" (2004), Hansom Media
- Yang, Dongju, "Ergonomics & Design" (2009), Minyoungsa
- Kim, Dongyoun, "Dementia Prevention & Cognitive Rehabilitation Programs" (2004), Seohyunsa
- Choi, Sungjae, "Welfare for the Aged" (2006), Seoul National University
- 정동훈, "촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가", 한국게임학회 논문지, 9(4), pp.45~56 (2009), 한국게임학회
- 송승근, "텍스타일 디자이너의 인지 모형에 대한 탐색적 접근- 모티브 개발 단계를 중심으로-", 감성과학, 6(1), pp.8~8 (2003), 한국감성과학회
- Kim, Gyungmi, "The Analysis of Cognitive Reaction Time to the Intensity of Auditory Stimuli in Older People", Korean Academy of Sensory Integration, 5(1) (2007)
- Park, Cheolheung, "Development of usability evaluation model for games", 석사, pp.2002
