2023

Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective

Authors: Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh


Abstract:

Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP.


Conference: Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), published in ****2023.10 [Link]

A thematic analysis of bereaved adults' meaning-making experience of loss through playing video games

Authors: Karam Eum, Young Yim Doh


Abstract:

Recalling personal memories on the loss and deriving new meanings from them is deemed necessary for adapting to bereavement. Recent studies suggest that games can afford players meaningful experiences that can support players through stressful life events, but its potential on the meaning-making of loss has not been much explored. To address this gap, we investigated the bereaved players' experiences of playing commercial video games that elicited their personal memories of loss and what meanings they derived from those experiences. Twelve adult players with bereavement experiences (six male, six female, age range: 20-31) played two video games (Bear's Restaurant and Spiritfarer). Their experiences during and after gameplay were tracked via play diaries and in-depth interviews. Data was analyzed using thematic analysis method. We discovered seven themes on the meanings that players made from their gameplay experience: “Recalling memories”, “Avoiding engagement with the pain”, “Recognizing positive emotions”, “Acknowledging the deceased's perspective”, “Reviewing the meaning of loss”, “Planning a better future”, and “Fulfilling a wish”. Our findings indicate that bereaved players recalled and related their autobiographical memories to their in-game experiences. Furthermore, they derived new meanings on both the loss and their post-loss life after playing video games. We discuss how video games can provide a unique meaning-making experience to bereaved players by affording them an agency to actively reconstruct their narrative of loss and facilitating the sharing of grief.


Journal: Frontiers in Psychology, published in ****2023.7.31 [Link]

Expanding Sublime and Awe to Gaming Experience: Scoping Review

Authors: Ain Lee, Young Yim Doh


Abstract:

본 연구는 숭고와 경외 경험이 어떻게 게임 경험으로 확장될 수 있는지 탐구하고 관련 연구 동향을 분석하는 것을 목표로 한다. 숭고와 경외는 예술, 철학, 심리학 등에서 광범위하게 연구되어왔던 감정적-미적 경험이지만, 게임 분야로의 적용은 최근에 주목받기 시작했다. 본 논문에서는 최근 새롭게 부상하고 있는 게임에서의 숭고와 경외 경험을 다룬 다양한 문헌들을 주제범위 문헌고찰을 통해 검토하고 분석함으로써 최근 연구의 동향을 파악한다. 이를 통해 후속 연구의 필요성과 연구 방향을 제시하며, 나아가 미래 게임에서 숭고와 경외 경험의 확장 가능성에 대해 논의한다.


Conference: 한국게임학회, presented in ****2023.6.3

MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional Difficulties

Authors: Ain Lee, Juhyun Lee, Sooyeon Ahn, Youngik Lee


Abstract: Contemporaries suffer from more stress and emotional difficulties, but developing practices that allow them to manage and become aware of emotional states has been a challenge. MindTerior is a mental health care game developed for people who occasionally experience mild emotional difficulties. The game contains four mechanisms: measuring players’ emotional state, providing game activities that help mitigate certain negative emotions, visualizing players’ emotional state and letting players cultivate the game space with customizable items, and completing game events that educate players on how to cope with certain negative emotions. This set of gameplays can allow players to experience effective positive emotional relaxation and to perform gamified mental health care activities. Playtest showed that projecting players’ emotional state to a virtual game space is helpful for players to be conscious of their emotional state, and playing gamified activities is helpful for mental health care. Additionally, the game motivated players to practice the equivalent activities in real life.


Conference: ACM Conference on Human Factors in Computing Systems in Student Game Design Competition, published ****2023.04 [Link]

Bean Academy: A Music Composition Game for Beginners with Vocal Query Transcription

Authors: Jaejun Lee, Hyeyoon Cho, Yonghyun Kim


**Abstract:**Bean Academy is a music composition game designed for musically-unskilled learners to lower entry barriers to music composition learning such as music theory comprehension, literacy and proficiency in utilizing music composition software. As a solution, Bean Academy’s Studio Mode was designed with the adaptation of an auditory-based ‘Vocal Query Transcription(VQT)’ model to enhance learners’ satisfaction and enjoyment towards music composition learning. Through the VQT model, players can experience a simple and efficient music composition process by experiencing their recorded voice input being transcripted into an actual musical piece. Based on our playtest, thematic analysis was conducted in two separate experiment groups. Here, we noticed that although Bean Academy does not outperform the current-level Digital Audio Workstation(DAW) in terms of performance or functionality, it can be highly considered as suitable learning material for musically-unskilled learners.


Conference: ACM Conference on Human Factors in Computing Systems in Student Game Design Competition, published ****2023.04 [Link]

2022

Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

Authors: Seyeon lee, Chung-Kon Shi, Young Yim Doh


Abstract: There is criticism that discussions surrounding games for older populations are mainly focused on practical approaches to cognitive and physical training. In addition, negative attitudes toward digital games and limited experience contribute to older populations’ isolation from mainstream game culture. This study aims to examine perception changes toward digital games in adults in their 50s and older as they gain actual game experience and an appropriate game literacy program for older populations. We organized eight sessions of gameplay workshops for participants aged 50 years and over (N = 40, age range = 50–85 years) at two senior learning centers located in Seoul and Gyeonggi-do in South Korea. The workshops consisted of lectures for game literacy, co-playing of mobile games, and discussions about game experience. A thematic analysis of participants’ statements and game diaries revealed their perception changes toward games. Participants engaged in a variety of mobile games and felt conflicted between their positive and negative experiences. They reported that their game experience had contributed to identifying the positive values of games, understanding diversity, and improving their understanding of the younger generation. In addition, they indicated that future directions for fostering a game culture in older age groups should include playing for connectivity, health, relaxation, and game literacy education. This study highlights games as a cultural medium that entertains and connects people. By linking theories with practice, we propose a framework for a game literacy program to support older populations’ active participation in game culture.


Journal: Journal of Educational Gerontology, published ****2022.11.11 [Link]

Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience

Authors: Jinwook Kim, Pooseung Koh, Seokjun Kang, Hyunyoung Jang, Young Yim Doh, Juhan Nam, Jeongmi Lee


**Abstract:**A growing number of VR games are published in the market as head-mounted devices (HMD) become more widespread. However, most VR games are targeted for a single-player audience, and cross-platform VR experiences where multiple players are engaged have yet to be fully explored. In this paper, we propose a VR-mobile cross-platform game based on traditional Korean mythology, Seung-ee & Kkaebi. Our goal was to create an immersive and enjoyable experience for players for both mobile and VR players where they are physically co-located, increasing both co-presence and social interaction. Our game design focused on asymmetric competition and maximized the interactions between both platforms. The VR player plays the role of Jangseung (Seek), a Korean traditional totem pole, whereas the mobile user plays the role of Dokkaebi (Hide), a Korean mythological creature. Each platform has its unique skill set to interrupt each other to win the game, thus creating a highly immersive and co-present experience for both players.


Conference: 2022 Annual Symposium on Computer-Human Interaction in Play, published ****2022.11.07 [Link]

Towards Inclusive Digital Museum Innovation: Part 1

Authors: Juhee Park, Rafie Cecilia, Theano Moussouri, Young Yim Doh, Jungwha Kim, Ellen Pavey, Chenxing Zhao, Karam Eum, Pooseung Koh


Abstract:  The Inclusive Digital Museum Innovation is a cross-disciplinary, international research network (Feb 2022 - Jul 2023) funded by the UK’s Economic and Social Research Council, exploring inclusive approaches to the digital transformation of cultural institutions. The network aims to motivate museums to take actions to mitigate global challenges of digital inequality and the digital divide in society, improve our understanding of digital ethics regarding museum practices, and explore the potential benefits of digital gaming towards equity, diversity, and inclusion (EDI) in museums. The network was set up by University College London, Institute of Archaeology, in the UK, and the Games and Life Lab, Graduate School of Culture Technology (GSCT), Korea Advanced Institute of Science and Technology (KAIST), Republic of Korea, in collaboration with seven partner museums in the two countries.


Conference: COM International Committee for Education and Cultural Action (CECA) Conference as part of the 26th ICOM General Conference, published 2022.08.20,[PDF Download]