{"title":"Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors","authors":"Elisa Choi, Bongho Lee","doi":"10.1016/j.entcom.2024.100800","DOIUrl":null,"url":null,"abstract":"<div><p>This research explores the potential of adapting ‘MapleStory’, developed by South Korea’s Wizet, into a serious game for the elderly, considering the demographics’ growing numbers and technological advancements in healthcare. The study highlights an increased demand for digital content tailored to seniors, particularly following the rise in smartphone usage among this group since 2016 <span>[17]</span>. Although serious games are recognized for enhancing health and cognitive abilities, there is a notable gap in research on converting existing games for elderly users. Employing Natural Language Processing (NLP) techniques, specifically TF-IDF, the research analyzes community text data to extract keywords that suggest cognitive benefits, in alignment with the ‘Guidelines for Serious Games Design’<span>[16]</span>. The methodology involves collecting and filtering text data to pinpoint keywords related to essential cognitive functions like memory and reaction speed. The findings indicate that ‘MapleStory’ holds substantial potential as a cognitive enhancement tool for seniors, with 52% of the results affirming its effectiveness in improving cognition. This supports its utility in enhancing memory and reflexes, suggesting a viable direction for game development focused on promoting healthy aging and meeting the unique needs of the elderly demographic.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100800"},"PeriodicalIF":2.8000,"publicationDate":"2024-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S187595212400168X","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
This research explores the potential of adapting ‘MapleStory’, developed by South Korea’s Wizet, into a serious game for the elderly, considering the demographics’ growing numbers and technological advancements in healthcare. The study highlights an increased demand for digital content tailored to seniors, particularly following the rise in smartphone usage among this group since 2016 [17]. Although serious games are recognized for enhancing health and cognitive abilities, there is a notable gap in research on converting existing games for elderly users. Employing Natural Language Processing (NLP) techniques, specifically TF-IDF, the research analyzes community text data to extract keywords that suggest cognitive benefits, in alignment with the ‘Guidelines for Serious Games Design’[16]. The methodology involves collecting and filtering text data to pinpoint keywords related to essential cognitive functions like memory and reaction speed. The findings indicate that ‘MapleStory’ holds substantial potential as a cognitive enhancement tool for seniors, with 52% of the results affirming its effectiveness in improving cognition. This supports its utility in enhancing memory and reflexes, suggesting a viable direction for game development focused on promoting healthy aging and meeting the unique needs of the elderly demographic.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.