17 | Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication Lee, Seyeon; Oh, Hyunyoung; Shi, Chung-Kon; Doh, Young Yim, The 23rd ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2020, Association for Computing Machinery, 2020-10-20 |
18 | Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication Lee, S.; Oh, H.; Shi, Chung-Kon; Doh, Young Yim, Proceedings of the ACM on Human-Computer Interaction, v.4, no.CSCW2, 2020-10 |
19 | Middle-aged and older adults’digital game experience and perception change: connecting generations through game playlink Lee, Seyeon; Shi, Chung-Kon; 시정곤; Doh, Young Yim; et al, 2021 |
20 | Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach![open access](/image/layout/oa_logo.png) Lee, Seyeon; Oh, Hyunyoung; Shi, Chung-Kon; Doh, Young Yim, JMIR SERIOUS GAMES, v.9, no.2, 2021-04 |
21 | Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO Erb, Valérie; Kim, Haesoo; Chibisova, Tatiana; Lee, Jeongmi; Doh, Young Yim, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-05 |
22 | Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II![open access](/image/layout/oa_logo.png) Erb, Valerie; Lee, Seyeon; Doh, Young Yim, FRONTIERS IN PSYCHOLOGY, v.12, 2021-09 |
23 | Playing games about life and death and mourning in everyday life : analysis of the bereaved players’ experience with Bear's Restaurant and Spiritfarer = 사별을 겪은 플레이어의 삶과 죽음을 성찰하는 게임 플레이 경험과 일상 속 애도의 관계 분석: 곰아저씨 레스토랑과 스피릿페어러를 중심으로link Eum, Karam; Doh, Young Yim; et al, 한국과학기술원, 2022 |
24 | Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience Kim, Jinwook; Koh, Pooseung; Kang, Seokjun; Jang, Hyunyoung; Lee, Jeongmi; Nam, Juhan; Doh, Young Yim, CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play, pp.273 - 278, ACM, 2022-11-02 |
25 | Smart Icebreaker: A Workflow for Serious Game That Promotes Intimacy among Group Members Moon, Jiwon; Oh, Je-Ho; Oh, Se Beom; Kim, Jea In; Doh, Young Yim; Shi, Chung-Kon, The International Conference on Culture and Computing 2013, pp.145 - 146, The International Conference on Culture and Computing, 2013-09-17 |
26 | The Cyclic Value-Context Reinforcement Model of Problematic Internet Use: Empirical Validation Using a Thematic Analysis of Children's Counseling Data![open access](/image/layout/oa_logo.png) Doh, Young Yim; Kim, Bugeun; Lee, Seul; Gweon, Gahgene, JOURNAL OF MEDICAL INTERNET RESEARCH, v.22, no.7, pp.e17996, 2020-07 |
27 | The Melody of the Mysterious Stones: A VR Mindfulness Game Using Sound Spatialization Kim, Haven; Choi, Jaeran; Doh, Young Yim; Nam, Juhan, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-03 |
28 | The relationship between co-playing and socioemotional status among older-adult game players Lee, Seyeon; Shi, Chung-Kon; Doh, Young Yim, ENTERTAINMENT COMPUTING, v.38, 2021-05 |
29 | Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences Lee, Seyeon; Shi, Chung-Kon; Doh, Young Yim, EDUCATIONAL GERONTOLOGY, v.49, no.7, pp.619 - 637, 2023-07 |
30 | What Types of Happiness Do Korean Adults Pursue?-Comparison of Seven Happiness Types![open access](/image/layout/oa_logo.png) Doh, Young Yim; Chung, Ji-Bum, INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, v.17, no.5, 2020-03 |
31 | 개인 기부자들의 비영리단체에 대한 후원의사를 증진시키기 위한 기능성 게임 디자인 연구 = A study of serious game design for enhancing intention of individual donors to donate to non-profit organizations.link 도민석; Do, Min Seok; 도영임; Doh, Young Yim; et al, 한국과학기술원, 2015 |
32 | 도덕 판단이 필요한 게임 상황에서 플레이어의 도덕 자기 인식 경험 분석 = Analysis of players’ moral self-view in game situations requiring moral judgementlink 오현영; 도영임; et al, 한국과학기술원, 2021 |
33 | 일상적인 신체활동을 증진하기 위한 즐거움과 자기효능감을 높이는 모바일 게임 디자인 전략에 대한 연구 = Mobile game design strategies for enhancing enjoyment and self-efficacy to promote daily physical activitylink 이석우; Lee, Seuk Woo; et al, 한국과학기술원, 2016 |
34 | 청소년 스마트폰 사용을 둘러싼 부모자녀 갈등 현상 연구 = Phenomenological approach to parent-child conflict in relation to adolescents’ smartphone use : deriving conflict structure model and designing conflict reduction activitieslink 이슬; Lee, Seul; et al, 한국과학기술원, 2016 |
35 | 플레이어의 캐릭터 다양성과 팀 퍼포먼스의 관계 : <오버워치>를 중심으로 = The relationship between players' character diversity and team performance: focused on <Overwatch>link 나정환; 도영임; et al, 한국과학기술원, 2017 |
36 | 학습 동기 향상을 위한 협동학습기반의 게임화된 영어학습 어플리케이션 디자인 연구 = A gamified English learning application design research for improving learners’learning motivationlink 최원규; Choi, WonKyu; et al, 한국과학기술원, 2014 |
37 | (Undefined) |