최근기사

    Indie Perseverance Pays Off: Sci-Fi Horror ‘ROUTINE’ Launches After 13 Years of Development

    2025년 12월 02일

    Smilegate Joins Taiwan’s Largest Indie Showcase, G-EIGHT 2025 — Accelerating Its Push Into the Asian Market

    2025년 12월 02일

    From SANABI to Lost Ark: BeaverRocks 2025 Reveals Special Event Lineup

    2025년 12월 02일
    Facebook Twitter Instagram
    인디게임닷컴
    • Indie Game News

      Smilegate Joins Taiwan’s Largest Indie Showcase, G-EIGHT 2025 — Accelerating Its Push Into the Asian Market

      2025년 12월 02일

      From SANABI to Lost Ark: BeaverRocks 2025 Reveals Special Event Lineup

      2025년 12월 02일

      **Chungbuk Global Game Center Records Highest-Ever Performance:

      2025년 11월 28일

      Asia’s Largest Indie Showcase ‘INDIE Live Expo 2025.11.29’ Reveals Broadcast Lineup

      2025년 11월 22일

      Three BIC 2025 exhibits to participate in China’s WePlay Expo 2025

      2025년 11월 21일
    • Recommendation/Public

      ‘YunYun Denpa Syndrome’ Demo Surpasses 150,000 Downloads, Launch Scheduled for April 2026

      2025년 12월 02일

      Hard Coders Launch ‘SEMO Challenge’ to Celebrate Demo Release of Co-op Physics Platformer ‘SEMO’

      2025년 11월 28일

      Student Developer Team ‘Clockwork Cat’ Releases Time-Stopping Bullet-Hell Roguelike ‘Time Snatcher Handy’ on Steam and STOVE

      2025년 11월 27일

      Wuxia Roguelite ForeStrike: Oracle Grid War Launches on Steam

      2025년 11월 18일

      Pebble Knights Selected for G-STAR 2025 Indie Showcase 2.0: Galaxy Lineup

      2025년 11월 12일
    • Indie Game Review

      Indie Perseverance Pays Off: Sci-Fi Horror ‘ROUTINE’ Launches After 13 Years of Development

      2025년 12월 02일

      Mystery and Melancholy Over Coffee: ‘Night Errand’ Blends Cozy Storytelling With Dark Detective Work

      2025년 11월 23일

      Nostalgia Meets Psychological Horror in ‘Paper Dungeon: Deep Down’

      2025년 11월 22일

      K-Indie Spotlight: ‘Nientum – Opus Zero’ Launches on Steam Early Access November 24

      2025년 11월 21일

      [Review] World War V: Last Call: A Battlefield Where Voxels and Pixels Intersect

      2025년 11월 17일
    • Indie Game Tumblbug

      [Review] World War V: Last Call: A Battlefield Where Voxels and Pixels Intersect

      2025년 11월 17일

      Voxel-Pixel Hybrid Action Adventure ‘World War V: Last Call’ Unveiled by Studio Horang

      2025년 11월 17일

      Indie Game “MONOWAVE” Launches Tumblbug Crowdfunding Following Gyeonggi Game Audition Victory

      2025년 06월 05일

      Stove Indie, Subculture Tycoon ‘Storm Maid’ Tumblbug Funding

      2025년 02월 24일

      Action platformer indie anticipated ‘Metal Suits’ begins funding on Tumblbug

      2025년 01월 14일
    • Competition/Support Project

      Busan IT Industry Promotion Agency to Host Urban Pop-Up Game Exhibition ‘Game-Playground’

      2025년 11월 28일

      KOCCA to Host ‘Korea Indiegame Showcase’ in Pangyo from December 2–4

      2025년 11월 26일

      Smilegate Reveals Full Program Lineup for Indie Game & Culture Festival ‘BeaverRocks 2025’

      2025년 11월 19일

      K-Indie Developer Lizard Smoothie Wins Two Awards at Korea Game Awards 2025 for Shape of Dreams

      2025년 11월 16일

      Smilegate Future Lab Reveals 287 Indie Games for “Beaver Rocks 2025”

      2025년 11월 05일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    Indie Focus

    KAIST publishes a design guide for senior gamers in their 50s and older

    By 인디게임닷컴 데스크2022년 06월 06일4 Mins Read
    <(From left) Seok-Beom Park, Ph.D., Graduate School of Culture and Technology, Professor Kyung-Myeon Lee, Department of Digital Humanities and Social Sciences, Professor Young-Im Do, Graduate School of Culture and Technology, and In-Jeong Lee, Postdoctoral Researcher>

    A research team led by Professor Young-Im Doh of the Graduate School of Culture and Technology at KAIST and Professor Kyung-Myeon Lee of the Department of Digital Humanities and Social Sciences collaborated with Yonsei University (Prof. Published an online book titled ‘Game Design Guide: Focusing on Game Users Over 50’.

    This book is the result of industry-university cooperation for three years from 2019 to 2021 with support from the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. . Multidisciplinary experts from computer science, psychology, game design, and smart aging participated in the research and writing.

    The research team operated the first generation game living lab and shared the good points and difficulties while playing the game with various senior users, and found improvements together. In addition, various cognitive and motor experiments related to game play were conducted to create a game design guide covering game difficulty, sensory and cognitive factors, game rules, story and characters, and social factors.

    According to the 2021 game user survey by the Korea Creative Content Agency, 57.1% of those in their 50s and 37.15% of those aged 60 to 65 are using the game, and their game money/item purchase rate is not low compared to other generations. However, since most of the games on the market are aimed at young users, there were many cases where they felt uncomfortable using the game.

    For example, if the difficulty of real-time games that require improvisation and precise timing is too difficult, the size of text or objects is too small, or the game interface or game method is too complex, senior users may experience inconvenience and They don’t even try or give up on the game. In addition, even if the concept or story of the game does not gain the sympathy of the seniors or contains an age-discriminatory perspective, senior users will have a negative experience.

    This guide analyzes the game experiences of users in their 50s and older, and converts them into game design grammar for easy reference by game creators. In addition, we tried to convey the experience of senior game users vividly with detailed examples. This guide is expected to be helpful in various situations, such as when making games for game users in their 50s or older, when trying to increase access to existing games, and when creating game-related educational programs for people in their 50s or older. .

    The guide is composed of a total of 5 chapters, and in Chapter 1, considering the visual-motor coordination ability of each age group from 20s to 80s, an appropriate level of difficulty was suggested for each game task. In addition, we have summarized the points to be considered when designing a game by detailed game elements such as audiovisual elements, cognitive and motor elements, game rules, story and characters, social elements, and in-app advertisements and payments.

    Chapter 2 introduces the process for creating such a guide. It contains detailed information on how the first-generation game living lab has been operated for 3 years from 2019, visual-motor coordination experiments, cognitive and brain wave experiments, and workshops involving citizen researchers.

    Chapter 3 summarizes user characteristics such as visual-motor coordination ability, cognitive ability, and social-emotional characteristics of senior players. In Chapter 4, we proposed a game service model that can promote the use of games by seniors in the future, and introduced examples of games that different generations can play together. Finally, Chapter 5 contains the limitations of the study, the direction of future research, and precautions when using the guide.

    One of the lead authors, Young-Im Do, a visiting professor at the Graduate School of Culture and Technology at Woori University, said, “If we lower the initial barrier to entry by increasing access to game interfaces that can feel the cognitive burden associated with aging, we can reduce the number of middle-aged and elderly people in an aging society. It can be enticed to games of this genre”, he said.

    • Korean: A guide to game design that connects generations: Focused on game users in their 50s and older
    • English : Game Design Guide for Adults in Their 50s and Older
    featured
    인디게임닷컴 데스크
    • Website

    Related Posts

    Small Teams, Big Impact: Google Play Announces ‘Best of 2025 – Indie Game Winners’

    2025년 11월 19일

    Smilegate Reveals Full Program Lineup for Indie Game & Culture Festival ‘BeaverRocks 2025’

    2025년 11월 19일

    K-Indie Studio Wonder Potion Confirms Free Release of SANABI: The Day of Possession on

    2025년 11월 15일

    Unity to Showcase Global Indie Lineup at G-STAR 2025, Expands Support for Indie Ecosystem

    2025년 11월 06일
    Editors Picks

    Small Teams, Big Impact: Google Play Announces ‘Best of 2025 – Indie Game Winners’

    2025년 11월 19일

    Smilegate Reveals Full Program Lineup for Indie Game & Culture Festival ‘BeaverRocks 2025’

    2025년 11월 19일

    K-Indie Studio Wonder Potion Confirms Free Release of SANABI: The Day of Possession on

    2025년 11월 15일

    Unity to Showcase Global Indie Lineup at G-STAR 2025, Expands Support for Indie Ecosystem

    2025년 11월 06일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2025 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.