Therapeutic serious game treats mental health problems such as depression, obsessive compulsive disorder, and behavioral disorder by allowing clients to manage and express feelings. These games are developed according to a primary principle of the cognitive behavior therapy that the mental health can be improved by training cognition and behavior with proper stimulation. For those who have difficulties in expressing emotions, stepwise treatment is offered to create a safe emotional environment which induces them to express themselves. The game environment provides affective feelings that encompass physical experiences. In addition, emotional distance is formed between the user and the game environment, and thus even those who have high psychological barriers feel free to express and release their feelings. Game users can experience self-exposure and awareness and gradually construct their self-images, expressing themselves in the virtual world in a continuous and repetitive fashion.
목차
ABSTRACT 1. 서론 2. 게임의 정서적 환경 2.1 감정적 거리와 투사 3. 자기 노출을 통한 회복 탄력성 증가 4. 결론 참고문헌
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제30권 제2호