According to a survey by the Korea Creative Content Agency in 2021, 57.1%of the 50s and 37.15%of the ages of 60-65 are using the game, and their game money/item purchase rate is not lower than other generations. However, since most of the games on the market targeted young users, they often felt uncomfortable in using the game.
If the real-time games that require quickness and accurate timing are too difficult, or if the letters or objects are too small, or the game interface or game method is too complicated, senior users are uncomfortable and do not even try to play. You will give up the game. In addition, even if the concept or story of the game does not obtain sympathy from seniors, or even age discrimination, senior users will have a negative experience.
KAIST (CEO Lee Kwang-hyung) is KAIST (Professor Do Young-im, Professor of Digital Humanities and Social Sciences), Yonsei University (Professor Lee Byung-ju) It was announced on the 5th that it has published a Wiki Dogs online book titled ‘Game Design Guide: Focusing on Game Users over 50’.
This online book is the result of industry-academic cooperation that has been conducted for three years from 2019 to 2021 with the support of the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. have. Multi-academic experts such as computer science, psychology, game design, and smart aging participated in research and writing.
The researchers ran a super-generation game living lab to share the improvements together by sharing the good and difficult things while playing the game with various senior users. In addition, a variety of cognitive and exercise experiments related to gameplay have been conducted to create a game design guide with a total of game difficulty, sensory and cognitive elements, game rules, stories and characters, and social elements.
This guide analyzed the game experience of users in their 50s and over, and converted it into a game design grammar for reference. In addition, we wanted to convey the experience of senior game users vividly with detailed examples. This guide is expected to help in various situations, such as creating games for game users over 50, trying to increase access to existing games, and creating game-related education programs for over 50s or older..
The guide consisted of five chapters, and in Chapter 1, considering the ability of each age of each age of 20 to 80s, it was proposed by the game tasks. In addition, we have summarized the details of the game design, such as audiovisual elements, cognitive and exercise elements, game rules, stories and characters, social elements, in-app advertising and payment.
Chapter 2 introduces the process for creating this guide. Since 2019, it has been operating a super-generation game living lab for three years, and details how we have been conducting visual-movement coordination experiments, cognitive and brainwaves, and participation workshops from the Citizens Institute.
Chapter 3 summarizes the characteristics of the user of senior players’ vision-movement coordination, cognitive ability, and social emotional characteristics.
In Chapter 4, he proposed a game service model that can promote seniors’ games and introduced a game where different generations can play together.
In Chapter 5, the limitations of research, the direction of future research, and the precautions for using the guide.