Ç¥ÁØÈ­ Âü¿©¾È³»

TTAÀÇ Ç¥ÁØÇöȲ

Ȩ > Ç¥ÁØÈ­ °³¿ä > TTAÀÇ Ç¥ÁØÇöȲ

Ç¥ÁعøÈ£ TTAK.KO-10.1106 ±¸Ç¥ÁعøÈ£
Á¦°³Á¤ÀÏ 2018-12-19 ÃÑÆäÀÌÁö 21
ÇѱÛÇ¥Áظí È¿°ú¼º Áß½ÉÀÇ ±â´É¼º°ÔÀÓ ºÐ·ù ¹æ¹ý
¿µ¹®Ç¥Áظí Method of Effectiveness-Oriented Serious Game Classification
Çѱ۳»¿ë¿ä¾à ÀÌ Ç¥ÁØÀº ±â´É¼º°ÔÀÓ¿¡ ´ëÇÑ »ê¾÷ Áß½ÉÀÇ ºÐ·ù ü°è¿¡ µû¶ó ±³À°, °Ç°­, ¸¶ÄÉÆÃ, °ø°ø ±×¸®°í ±¹¹æÀ¸·Î ºÐ·ùÇÏ°í, È¿°ú¼º Áß½ÉÀÇ ºÐ·ù ü°è¿¡ µû¶ó ±àÁ¤Àû Á¤¼­, Çൿ º¯È­, Áö´É ÁõÁø, ÀÎÁö ¹ß´Þ, ±×¸®°í ½Åü ´É·Â Çâ»óÀ¸·Î ºÐ·ùÇÑ´Ù.
¿µ¹®³»¿ë¿ä¾à The standard categorizes education, health, marketing, public, and defense according to an industry-based classification hierarchy for the serious games. It is also classified into positive emotions and behavioral changes, intelligence enhancement, cognitive development, and improving physical ability according to the effectiveness-based classification hierarchy.
±¹Á¦Ç¥ÁØ
°ü·ÃÆÄÀÏ TTAK.KO-10.1106.pdf TTAK.KO-10.1106.pdf            

ÀÌÀü
ÀûÀÀÀû ¸ôÀÔÇü ºñµð¿À Àü¼ÛÀ» À§ÇÑ È®Àå ºÎȣȭ ºÎ°¡Á¤º¸ ±¸¼º ¿ä¼Ò ¹× Çü½Ä
´ÙÀ½
Áõ°­Çö½Ç ¿µ»ó°ú Çö½Ç ±íÀÌ Á¤ÇÕ ¼º´É Æò°¡ Áöħ