노인에서의 치매 관련 기능성 게임에 대한 요구도 조사

A Study of Needs on Serious Game for Dementia in the Elderly

  • 김지연 ((주)엔텔리전트 게임즈) ;
  • 정재범 (고려대학교 정보창의교육연구소) ;
  • 박문호 (고려대학교 의과대학 신경과학교실) ;
  • 박건우 (고려대학교 의과대학 신경과학교실) ;
  • 최문기 (고려대학교 교양교육실)
  • Kim, Jee-Yeon (Ntelligent Games Inc.) ;
  • Jung, Jae-Bum (Creative Informatics & Computing Institute, Korea University) ;
  • Park, Moon-Ho (Department of Neurology, Korea University Medical College) ;
  • Park, Kun-Woo (Department of Neurology, Korea University Medical College) ;
  • Choi, Moon-Gee (Academy of General Education, Korea University)
  • 발행 : 2010.09.30

초록

Background: The characteristics and needs of potential users of the serious game for dementia have been poorly estimated. Methods: A total of 247 subjects (68.28${\pm}$11.19 yr) were classified by attitude toward senile dementia. They responded to the questionnaire on the acceptance of the serious game and the needs for contents of the serious game. Results: The average rating of the acceptance of the serious game was 72.20. Among the types of attitudes, 'ctive & realistic (type 3)'scored the highest (77.60), 'dealistic & expectant (type 1)'scored 71.80, and 'versive & defensive (type 2)'scored the lowest (66.80) on the acceptance. In the case of the contents of the serious game, type 3 & type 1 scored higher ratings for the needs regarding all of 12 contents of the serious game. Among the 12 contents, type 3 showed the highest needs for the contents of cognitive functions, while type 1 showed the highest needs for the contents of emotion. Conclusions: These results suggest that potential users of the serious game for dementia are likely to be type 1 or type 3, and the contents and functions for the two types of potential users should be different.

키워드

참고문헌

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