Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.
목차
I. 서론 II. 이론적 배경 1. 노년기 여가활동과 정보화 여가활동의 개념 및 현황 2. 정보화 여가로서 노년기 기능성 게임현황과 관련 선행연구 III. 연구방법 1. 연구대상 및 연구방법 2. 연구절차 및 자료 분석 3. 연구문제 IV. 연구결과 및 해석 1. 조사대상자의 일반적 특성 V. 결론 및 논의 참고문헌
키워드
노년기 정보화 여가활동기능성 게임노인복지information leisure activity of the aging generationserious gameaging-welfare
저자
김연정 [ Kim, Yeon Jeong | 호서대학교 디지털비즈니스학부 교수 ]
주저자, 교신저자