释放游戏潜能:将 "枫之谷"(MapleStory)作为提高老年人认知能力的严肃游戏的 TF-IDF 分析

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Elisa Choi, Bongho Lee
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引用次数: 0

摘要

本研究探讨了将韩国 Wizet 公司开发的 "枫之谷"(MapleStory)改编为面向老年人的严肃游戏的潜力,因为考虑到老年人口数量的不断增长和医疗保健领域的技术进步。该研究强调了对针对老年人量身定制的数字内容需求的增长,尤其是自 2016 年以来该群体中智能手机使用率的上升[17]。虽然严肃游戏被认为可以增强健康和认知能力,但在为老年用户转换现有游戏方面的研究却存在明显的空白。本研究采用自然语言处理(NLP)技术,特别是 TF-IDF,分析社区文本数据,以根据 "严肃游戏设计指南"[16]提取对认知有益的关键词。研究方法包括收集和过滤文本数据,找出与记忆力和反应速度等基本认知功能相关的关键词。研究结果表明,"MapleStory "作为一种提高老年人认知能力的工具具有很大的潜力,52%的研究结果肯定了它在提高认知能力方面的有效性。这支持了它在增强记忆力和反应能力方面的效用,为以促进健康老龄化和满足老年人群独特需求为重点的游戏开发提出了一个可行的方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors

This research explores the potential of adapting ‘MapleStory’, developed by South Korea’s Wizet, into a serious game for the elderly, considering the demographics’ growing numbers and technological advancements in healthcare. The study highlights an increased demand for digital content tailored to seniors, particularly following the rise in smartphone usage among this group since 2016 [17]. Although serious games are recognized for enhancing health and cognitive abilities, there is a notable gap in research on converting existing games for elderly users. Employing Natural Language Processing (NLP) techniques, specifically TF-IDF, the research analyzes community text data to extract keywords that suggest cognitive benefits, in alignment with the ‘Guidelines for Serious Games Design’[16]. The methodology involves collecting and filtering text data to pinpoint keywords related to essential cognitive functions like memory and reaction speed. The findings indicate that ‘MapleStory’ holds substantial potential as a cognitive enhancement tool for seniors, with 52% of the results affirming its effectiveness in improving cognition. This supports its utility in enhancing memory and reflexes, suggesting a viable direction for game development focused on promoting healthy aging and meeting the unique needs of the elderly demographic.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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