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Ç¥ÁعøÈ£ | TTAK.KO-10.1106 | ±¸Ç¥ÁعøÈ£ | |
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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. | ||
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