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dc.contributor.authorYang, X.-
dc.contributor.authorSadika, E.D.-
dc.contributor.authorPratama, G.B.-
dc.contributor.authorChoi, Y.-
dc.contributor.authorKim, Y.-K.-
dc.contributor.authorLee, J.-Y.-
dc.contributor.authorJo, Y.-
dc.contributor.authorKim, G.-
dc.contributor.authorLee, J.-K.-
dc.contributor.authorYu, M.-J.-
dc.contributor.authorKo, M.-H.-
dc.contributor.authorYou, H.-
dc.date.accessioned2022-06-23T02:42:45Z-
dc.date.available2022-06-23T02:42:45Z-
dc.date.created2019-12-06-
dc.date.issued2019-09-
dc.identifier.issn2288-1328-
dc.identifier.urihttps://oasis.postech.ac.kr/handle/2014.oak/113091-
dc.description.abstractThe present study intended to identify the needs and development directions of a serious vocal training game for better motivation and commitment of patients with voice disorder to voice therapy. Methods: A literature review, a survey of stakeholders' needs, and a benchmarking analysis of three vocal training games (Visi Pitch, Dr. Speech, and Vox System) was conducted. Results: From the literature review, thirteen game user experience scales (usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, visual aesthetics, accuracy, customization, game analytics, and therapy continuity) were identified for vocal training games and then applied to evaluation of the existing games. From the user experience scales, features not commonly implemented in the existing games include creative freedom (average satisfaction score, 2.5 to 4.3 out of 7), social connectivity (2.4 to 4.4), therapy continuity (1.7 to 4.7), and customization (2.5 to 5.0). Conclusion: The user experience scales would be of use to assess vocal training games, and new serious games need to be developed to complement the existing games in terms of the four scales found relatively lacking. ? 2019 Korean Academy of Speech-Language Pathology and Audiology.-
dc.languageKorean-
dc.publisherKorean Academy of Speech-Language Pathology and Audiology-
dc.relation.isPartOfCommunication Sciences and Disorders-
dc.titleAn analysis on serious Games and Stakeholders' needs for vocal training game development-
dc.typeArticle-
dc.identifier.doi10.12963/csd.18531-
dc.type.rimsART-
dc.identifier.bibliographicCitationCommunication Sciences and Disorders, v.24, no.3, pp.800 - 813-
dc.identifier.kciidART002513974-
dc.citation.endPage813-
dc.citation.number3-
dc.citation.startPage800-
dc.citation.titleCommunication Sciences and Disorders-
dc.citation.volume24-
dc.contributor.affiliatedAuthorChoi, Y.-
dc.contributor.affiliatedAuthorYou, H.-
dc.identifier.scopusid2-s2.0-85075005735-
dc.description.journalClass1-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.type.docTypeArticle-
dc.subject.keywordAuthorSerious game-
dc.subject.keywordAuthorUser experience-
dc.subject.keywordAuthorVocal training game-
dc.subject.keywordAuthorVoice therapy-
dc.description.journalRegisteredClassscopus-
dc.description.journalRegisteredClasskci-

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유희천YOU, HEECHEON
Dept. of Industrial & Management Eng.
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