Smart Icebreaker: basic design for a serious game that promotes intimacy among group members

  • Authors:
  • Je-ho Oh;Se Beom Oh;Jiwon Moon;Jung Eun Yoo;Do-hyeong Kim;Young Yim Doh;Chung-kon Shi

  • Affiliations:
  • GSCT, KAIST, Daejeon, South Korea;GSCT, KAIST, Daejeon, South Korea;GSCT, KAIST, Daejeon, South Korea;KAIST, Daejeon, South Korea;KAIST, Daejeon, South Korea;GSCT, KAIST, Daejeon, South Korea;GSCT, KAIST, Daejeon, South Korea

  • Venue:
  • Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
  • Year:
  • 2013

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Abstract

Smart Icebreaker is a serious game for promoting intimacy among group members. Several studies on serious games have attempted to explore the functional purposes and the entertainment aspect of these games. In particular, on-going game research specifically targets basic relationship set-ups to enhance teambuilding. However, these studies do not cover fundamental personal relationship aspects, such as the psychological or the communicative aspects of the game players. Our previous research created a basic workflow in terms of communication and psychology theory using results from a workshop with first-year university students. Based on this workflow, the present study creates a basic design an outline for a serious game named "Smart Icebreaker." First, a basic scenario consisting of three stages and five levels is formulated. Second, a detailed scenario, termed Level 1, is created. Level 1 consists of two parts: Create Face and Ranking. Third, based on the scenario, a system diagram for a prototype is proposed.