교보문고 SCHOLAR 스콜라
이 자료는 국가지식 연계기관과의 협약에 따라 무료로 제공됩니다.
원문을 이용하시기 위해서는 연계기관의 정책을 따르고 있으니
궁금하신 사항은 연계기관을 통해 문의하시기 바랍니다.
곧 연계기관으로 이동합니다
본문내용 바로가기
홈 > 한국컴퓨터게임학회 > 한국컴퓨터게임학회논문지
논문 표지

A Case Study of the Effect of Feedback and Repeatability of Game Storytelling on Overcoming Fear of Failure of a ADHD Child

원문보기 원문저장 인용정보복사 구매 4,000원

국문 초록

본 논문은 반복적인 읽기와 실패 및 성공에 대한 실시간 피드백이 포함된 동화 게임 읽기가 실패 두려움의 특징을 보인 한 ADHD 아동의 실패 두려움 극복에 효과적이었음을 관찰하고 이 사례에 대해 보고한 것이다. 본 연구의 실험에 사용된 동화 게임 <어부와 지니>는 읽기 스크립트와 BCI와 모션센싱 기술을 활용한 행동과 집중력 미션을 포함하고 있으며, 이를 ...

[더보기]

영문 초록

This paper reports the case study which examines that reading fairy tale games, including repetitive readings and real-time feedbacks on failure and success, has been effective in overcoming an ADHD c...

[더보기]

목차

ABSTRACT
1. Introduction
2. Background
3. Experiment and observation
4. Discussion
Reference
국문초록
결론 및 향후 연구

해당 간행물 수록 논문

Design and Development of Gesture Interface for Arcade Games
A Study on Fiducial Marker based Point Features Tracking Algorithm for Human-computer Interaction
Generating Pixel Art from Game Characters with Convolutional-Neural Network
Pastel Effect Simulation for Game Scenes
Analysis of usage of monitor resolution for effective game development (based on DAVU user information)
Adjusting the Difficulty of Running Game with Facial Expression Recognition Technology Using Convolutional Neural Network
Study on Using Deep Learning Method to Realize The Emotion Linkage between The Gamer and His Avatar in Poker Game
Effects of Self Esteem and Self-Differentiation Level and Smartphone Addiction in College Students
A Case Study of the Effect of Feedback and Repeatability of Game Storytelling on Overcoming Fear of Failure of a ADHD Child
A Study on the Structural Change and Competitiveness Enhancement Strategy of the Korean VR Theme Park Industry : Focusing on the USA and China
Research on the Relationship of Narrative Emotions and Reading Attitudes in Playing Fairy Tale Game of ADHD Children
Reading Mind of a Video Game Character: An Antecedent and Consequence of Emotion, Cognition, and Intention Attribution
Cultural Capital in a Mobile Game : An Analysis of Collection System in AbyssRium
A study on planning storytelling of the Motion-Based Serious Game for the Elderly : Focusing on the
Conceptual Blending of Familiar/Game Worlds in Everyday ‘Gaming’ Experience