학습도에 따른 모바일 게임의 분류 및 평가 분석
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2016.03
- 7페이지/ 어도비 PDF
- 가격 4,000원
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 29권 / 1호
ㆍ저자명 : 조성혜
목차
ABSTRACT
1. 서론
2. 모바일 게임의 학습도 분석
3. 학습도와 게임성의 연관관계
4. 결론 및 향후 연구 계획
참고문헌
영어 초록
As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
참고 자료
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