• Title/Summary/Keyword: 중독치료

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An Systematic Review of Trend Analysis in the Addiction Treatment Using Virtual Reality Technology (가상현실을 이용한 중독치료 동향 분석을 위한 체계적 문헌고찰)

  • Kim, Jinsoo Jason;Kim, Nami;Amista, Narcie Faith;Jang, Se Eun;Park, Kyung Eun;Kim, Bee
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.301-302
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    • 2017
  • 본 논문은 가상현실을 이용한 중독치료 동향분석을 위해 관련 연구사례들을 수집하고 중독현상별로 분류하여 치료방법과 치료의 유용성과 한계점, 발전 방안을 분석하였다. 학술연구 데이터베이스인 Science Direct, Medline, Proquest 그리고 Embase에 등재된 논문들 중 1999년부터 2016년까지 중독치료를 위해 가상현실 기술을 실험적으로 적용하고 효과를 검증한 연구 46편을 선정하여 중독의 범주별 치료효과를 분석하였다. 가상현실 치료내용은 단서노출치료를 주로 활용하고 있으며 연구대상은 청소년들보다 성인들이 더 많았다. 니코틴 중독 가상현실치료 연구가 가장 많은 수를 차지했고 그 다음으로는 알코올, 코카인/필로폰, 마리화나 순으로 확인되었다. 가상현실 치료는 다양한 중독 치료에 효과가 있었으며 인지치료와 함께 적용할 때 효과가 더 높았다. 치료의 한계점으로는 비용과 절차상 특수성, 사이버 멀미 등으로 인해 연구대상이 소수이며, 치료회기가 짧고, 장기연구 또는 추후연구를 실시한 경우 많지 않아 추후에 연구완성도를 보완하는 시도가 필요함을 알 수 있었다.

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Development of Teacher Training Programs for Game Addiction Treatment (게임 중독 치료를 위한 교사 연수 프로그램 개발)

  • Lee, Ha-Na;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.139-148
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    • 2010
  • This study aimed to develop the teacher training programs to prevent and treat of game addiction. First, we analyzed the existing training programs concerning game addiction and searched for various strategies applicable to game addiction prevention and treatment education programs. On this ground, training programs were divided into three courses that were the prevention program for normal students, the treatment program I for students in the potential-risk group, and the treatment program II for those in the high-risk group. For the prevention program, commonalities were drawn and developed from the existing studies and training programs; and for treatment programs, game addiction clinic centers were analyzed to draw various useful strategies and contents. We also developed the details of those programs in consultation with experts. As a result of content validity about the developed teacher training program to prevent and treat of game addiction, this program was generally appropriate and acceptable. We expect that the developed programs help to treat a student who has game addiction effectively.

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Synthetic Curing Methods to Smartphone Addiction (스마트폰 중독과 통합치료 방안)

  • Eum, yeong-cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.401-402
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    • 2015
  • 본 연구는 스마트폰 중독에 따른 통합치료 방안을 모색한 것이다. 스마트폰의 심리적 요인으로 자기통제력 상실과 우울증을 들었다. 기존 치료방안의 문제점을 소개하였고, 스마트폰 중독의 치료방안으로는 환자에 맞춘 다중치료 프로그램을 소개하였다.

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Internet Game Addiction and the Integral Cure Methods (인터넷 게임중독과 통합적 치료방안)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.222-223
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    • 2015
  • 본 연구는 인터넷 게임중독을 치료할 수 있는 통합적 치료방안을 제시하였다. 기존에는 예방을 강조한다든지 게임클리닉센터를 통해 중독자에게 약물치료라든지 심리치료를 받게 하였다. 그러나 본 연구는 크게 세 가지 관점-인터넷 게임에 대한 문화적 이해, 인터넷 게임에 대한 심리치료, 인터넷 게임에 대한 물리치료적 접근-에 포커스를 둔 통합적 치료 방안을 제시하였다.

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A Study on Application of Web-Based Lifestyle Balance Model(LBM) Program for Recovery from Substance Use Disorders(SUD) (물질사용장애(SUD) 회복을 위한 웹-기반 라이프스타일 균형 모델(LBM) 프로그램 적용에 관한 연구)

  • Jang, se-eun;Kim, nami;Kim, kwan-hyeong
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.273-274
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    • 2019
  • 최근에는 혁신적인 디지털 기술을 이용한 다양한 응용 프로그램이 의료계에 소개되고 있다. 중독 과학 분야 또한 기술 혁신을 통해 중독 예방 관리 및 치료를 할 수 있는 방법을 적극적으로 모색하고 있다. 중독 회복에 있어 일상적인 환경에서의 적절한 치료개입과 장기적 관리에 대한 중요성은 널리 알려졌으나 낙인, 노출, 비용에 대한 우려로 정신의료서비스의 이용률이 저조했다. 따라서 중독 치료를 통해 전인적 성장을 돕는 자가 관리 체계가 있다면 유용할 것이다. 본 연구는 Davies(2015)의 라이프스타일 균형 모델(LBM)을 바탕으로 영국에서 개발된 웹기반 SUD 회복 프로그램인 Breaking Free Online(BFO)을 소개하고 향후 국내에서 적용 가능한 SUD의 치료적 개입 방향성을 제공하고자 한다.

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Research Trends in Art Therapy for Internet Addiction in Korea: from 2000 to 2015 (인터넷 중독에 관한 국내 예술치료 연구동향: 2000년부터 2015년까지의 연구를 중심으로)

  • Park, Yun-Mi;Chung, Mihyun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.53-62
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    • 2015
  • This study analyzes the evolutions of art therapy as a mean to apply it for treatment of internet addiction disorder and additionally provides insights to prevent this disorder through art therapy. For this purpose, we have investigated the art therapy based internet addiction treatment researches published in South Korea from 2000 to 2015. The analyzing method used in this study was based on modification of previously published domestic researches covering the following 3 criteria: research objects (age, gender, number of participants in the experimental group), research subjects (single technique numbers, single technique types, study areas, research topics), research methods (research type, research design, measurement method, treatment period). Based on the results of current study, we have proposed various suggestions for improvement of art therapy to treat internet addiction with higher efficiency.

Relationship between Smartphone Addiction and Sensory Processing Ability of Preschool Children (학령전기 아동의 스마트폰 중독과 감각처리능력과의 관계)

  • Kim, Chae-Hyeon;Kim, Kyeong-Mi;Chang, Moon-Young;Jung, Hyerim
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.2
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    • pp.1-11
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    • 2021
  • Objective : The purpose of this study was to compare sensory processing ability by smartphone addiction levels in preschool children, and to investigate the correlation between smartphone addiction level and sensory processing ability within smartphone addiction group. Method : The subjects of this study were 324 persons, with 124 persons in the addiction group and 200 in the normal user group. Measurements in this study were a questionnaire about general characteristics of subject, smartphone addiction scale, and short sensory profile. Methods for the data analysis included descriptive statistics, independent t-test, Pearson correlation analysis of SPSS 22.0. Results : There was a significant difference in the total Short Sensory Profile (SSP) score and in all sub-domains between the addiction and normal use groups (p<0.05). In the smartphone addiction group, there was a negative correlation between the SSP total score (r=-.278), auditory filtering (r=-.293), visual/auditory sensitivity (r=-.393) and smartphone addiction level. Conclusion : This study confirmed that there was a difference in smartphone addiction and sensory processing ability between the preschool children addiction and normal use groups. It has been proven that there is an interrelationship between sensory processing ability and smartphone addiction in the addiction group. It is significant in that it provides basic data to prevent smartphone addiction.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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Trend and Future of Virtual Reality for Addiction Treatment of Substance Use Disorders: A Systematic Review (가상현실을 활용한 중독치료의 동향과 전망을 위한 체계적 문헌고찰)

  • Amista, Narcie Faith;Kim, Jinsoo Jason;Kim, Nami
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1551-1560
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    • 2017
  • The aim of this review is to analyze the trend of using Virtual Reality (VR) in addiction treatment by categorizing the types of addictions and methods of Virtual Reality Therapy (VRT) for substance use disorders. VR has been utilized as a new paradigm for treating various mental and psychological problems. In recent years, a number of researches have been done to demonstrate the effectiveness of VRT for addiction treatment, specifically substance use disorders. In order to comprehend the tendency of these researches, the current study performed a systematic review of published book and journal articles using the following bibliographical databases: ScienceDirect, MEDLINE, ProQuest, and Embase. Forty-five (45) articles were retrieved; out of these researches, nicotine/smoking has garnered the highest number of studies (73%, n=33); alcohol (18%, n=8); cannabis/marijuana (2%, n=1); and other drugs such as heroin, cocaine and methamphetamine (7%, n=3). This paper analyzed the results of those studies, found some limitations as well as strengths, and made suggestions for further research on VRT for addiction treatment.