Alumni Thesis

Alumni Thesis

PhD Thesis
Middle-Aged and Older Adults' Digital Game Experience and Perception Change: Connecting Generations Through Game Play

Author: Seyeon, Lee

Abstract:  The purpose of this thesis is to investigate the psychological factors related to gameplay among middle-aged and older adults and to identify the process of changing perceptions of games through  the game-playing experience. The thesis then aims to identify the needed activities and support for middle-aged and older adults to become active participants in game culture. Multiple gameplay workshops were planned and performed and through the finding of these studies, this research proposes strategies to enhance game literacy and intergenerational connectivity among the older population

Date Published: 2021.05.26

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Master Thesis
Analysis of Players' Moral Self-View in Game Situations Requiring Moral Judgement

Author: Hyunyoung, Oh

Abstract:  The study aims to understand the player's moral judgement and what kind of moral self-view they experience through the game. We conduct a case analysis of the game <This War of Mine>. We found that the game mechanisms can influence the moral thinking of the player. The players' reaction can be divided into 4 themes: play experience description, moral judgement criteria recognition, connection with reality, and experience sharing. Through the results, we suggest directions for future research about players' moral reflection experiences.

Date Published: 2020.12.21

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A Proposal of Gesture-based Input Method for VR Rhythm Game

Author: Jae Hoon, Moon

Abstract:  This study suggests a new input method that separates spatial condition and activation of input which can be performed individually, similar to mouse cursor and input activation, and compare it with spatial collision based input. The purpose of this study is to find out the difference between spatial collision based input method that moves toward the target and integrated click and gesture-based input method. The experiment results showed the input method with spatial condition and activation integration was superior in usability and rhythm experience.

Date Published: 2019.12.19

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Increasing the Intention to Play Rhythm Games in Novice Players by Using Story Plot

Author: Napat, Wongchurairat

Abstract:  The aim of this study is to compare enjoyment and intention to play rhythm games for novice players with the story and without the story. A simple rhythm game prototype was developed to use in the experiment. The results showed that there was no significant difference in the intention to play for players between both groups.

Date Published: 2019.06.21

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The Relationship between Players' Character Diversity and Team Performance: Focused on <Overwatch>

Author: Jung-Hwan, Na

Abstract:  This study tries to show how Character Diversity index affects Team performance in a setting of team composition. The results of multiple regression analysis indicates that Character Diversity as an index of individual's role selection ability was related to team performance.

Date Published: 2016.12.21

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Phenomenological Approach to Parent-Child Conflict in Relation to Adolescents' Smartphone use: Deriving Conflict Structure Model and Designing Conflict Reduction Activities

Author: Seul, Lee

Abstract:  In this research, we aim to understand the parent-child conflict in relation to smartphone use and derive the conflict reduction activities as a method to enhance relationship between adolescents and their parents. We derived a structure model for parent-child conflict in relation to smartphone use by analyzing the participants' experience data with qualitative methods.

Date Published: 2015.12.01

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Mobile Game Design Strategies for Enhancing Enjoyment and Self-Efficacy to Promote Daily Physical Activity

Author: Seuk Woo, Lee

Abstract:  In this research, we propose mobile game design strategies through pervasive game play, symbolization, achievement and self-regulation for enhancing enjoyment and self-efficacy to promote daily physical activity. We present an implementation of the game prototype which is designed by using the propose four strategies. The results were obtained through user studies and showed that the game design strategies employed played an important role in promoting physical activity and being motivated

Date Published: 2015.12.01

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A Study of Serious Game Design for Enhancing Intention of Individual Donors to Donate to Non-Profit Organizations

Author: Min Seok, Do

Abstract:  A lack of awareness about the significance and ways of donating to Non-Profit Organizations is an ongoing issue in the Republic of Korea. To help address this issue, a prototype of a serious game was developed. 'The Helper' is a prototype that was designed specifically for enhancing the intention of individual donors to donate to Non-Profit organizations. The results showed that social interaction rewards are more effective for players with greater donation capability, suggesting that virtual rewards through serious games can be used to enhance donation intention.

Date Published: 2014.12.18

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The Effect of Robot’s Gaze on the User’s Likability and Attention Level Toward the Robot

Author: Seri, Sun

Abstract:  The major goal of this study is to verify the effect of robot's gaze on user's likeability and attention level toward the robot. Four different types of gaze behavior were applied to a robot platform situated in the environment which has little information about the function or the purpose of it. This study clarified that the appropriate gaze control can create more likeable or attention bringing robot which arouse user's interest to get closer to and spend more time with it.

Date Published: 2014.06.19

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A Gamified English Learning Application Design Research for Improving Learners’ Learning Motivation

Author: Wongyu, Choi

Abstract:Learning motivation has been an important issue of elearning and smart learning. In this study, there are two important research questions: a) how smart learning application can increase learners’ motivation, and b) how an optimized smart learning application based on gamified collaborative learning model can affect learners in different levels of learning motivation. The research is designed to investigate increase of learners’ motivation in an optimized gamified smart learning application

Date Published: 2014.06.13

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AR Petite Theater : Influence About Children’s Empathy Behavior Using Augmented Reality Storybook

Author: Kyung Won, Gil

Abstract:  AR Petite Theater is a children-orientated system that combines analog reading activity and digital technology which incorporates development psychology. Our goal is for children to understand and empathize with characters in a story in easy and entertaining ways by using AR Petite Theater.

Date Published: 2013.12.19

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Enhancing Learner's Emotional Engagement Through a Gameful Interface in E-Learning Systems

Author: Haksu, Lee

Abstract: Present a gameful design concept for video E-learning. The concept regarded using game traits to education, orientation for intrinsic value, provide reality related value. Based on our concept, we provided a prototype solution as a research artifact to learners. The result shows potentials of gameful design for E-learning

Date Published: 2012.12.14

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Emotional User Experiences on the Narrative-based Social Issue Serious Game: Focused on <Nanu Planet>

Author: Su Jin, Lim

Abstract:When narrative is used in serious games on social issues, it is easier to affct user's attitudes that when only hard information is given to them. This study explored what kind of emotions was aroused by each part of narrative and how the emotions were helpful to achieve education gaols in the narrative based social issues serious game <Nanu Planet>.

Date Published: 2012.06.07