• 제목/요약/키워드: Board-game therapy

검색결과 7건 처리시간 0.017초

정신분열병 환자의 인지 기능 재활에 대한 보드게임 요법의 효과 분석 (The Effects of Board-Game Therapy on Cognitive Rehabilitation in Patients with Chronic Schizophrenia)

  • 윤탁;정안순
    • 생물정신의학
    • /
    • 제13권2호
    • /
    • pp.82-94
    • /
    • 2006
  • Objectives : In order to explore effects of board-game therapy for cognitive rehabilitation in patients with schizophrenia, we investigated the change of executive cognitive function over a 2-month period of board-game therapy in patients with schizophrenia. Methods : Two groups of chronic schizophrenic inpatients were participated in this study. One group(n=21) were treated with board-game therapy for 2 months and the other control group(n=19) were not treated. For the evaluation of the executive cognitive function, a Wisconsin Card Sorting Test(WCST) was administered before and after the introduction of the board-game therapy. PANSS score change was also evaluated. Result : At the beginning of this study, there was no significant difference in performance of cognitive function tests, demographical data or clinical severity between both patient groups. After 2 months of treatment with the board-game therapy, the board-game therapy group showed significant improvements of executive cognitive function without any significant change of their schizophrenic symptoms. On the contrary, there was no change in control group. Conclusion : This study showed that a board-game therapy is effective for the enhancement of executive cognitive function in patients with chronic schizophrenia. A board-game therapy could be introduced with ease into psychiatric fields, such as inpatients' or outpatients' clinic wards and day hospital. Our result indicates that the board-game therapy is a promising tool for the enhancement of cognitive function, especially executive cognitive function and helpful for cognitive rehabilitation for schizophrenic patients.

  • PDF

보드게임요법이 만성 정신분열병 환자의 실행능력에 미치는 효과 (Effects of Board Game Therapy on Executive Function in Hospitalized Patients with Chronic Schizophrenia)

  • 정안순
    • 가정∙방문간호학회지
    • /
    • 제18권1호
    • /
    • pp.40-47
    • /
    • 2011
  • Purpose: This study investigated changes in neurocognitive function over a 2-month period of board game therapy in patients with schizophrenia. Method: Twenty-one schizophrenic patients treated with board game therapy and nineteen control schizophrenic patients were evaluated with neuropsychological and clinical tests, such as the Wisconsin Card Shorting Test (WCST). The same tests were re-administered after 2 months of board game therapy. Results: At the first series of neuropsychological tests, no difference was seen in performance, demographical aspects, or clinical severity among both patient groups. After 2 months, the group receiving board game therapy showed significant improvement of WCST performances compared to the controls. However, no difference was observed in clinical symptoms between the groups. Conclusion: The results of cognitive enhancement in patients playing board games indicates that board game play, easily used in an inpatient setting, is a promising tool for executive function improvement in chronic schizophrenic patients.

  • PDF

ADHD 아동에 대한 놀이치료적 중재논문 고찰 (Literature Review of Play Therapy Intervention for Children with ADHD)

  • 최진아
    • 대한가정학회지
    • /
    • 제50권5호
    • /
    • pp.125-138
    • /
    • 2012
  • The purpose of this study was to analyze the research literature on play therapy intervention for children with ADHD. Thirty-nine studies, conducted from 1995 to 2010, were analyzed. The results of the literature review are as follows: The most commonly studied subjects were elementary school children in grades 1-3. The most common subject selection method was to select ADHD tendency children. The most typical intervention setting used was a counseling center. The most frequent intervention was 11-15 sessions of group counseling. Pre-post experimental-control research designs were the most commonly used. In the analyzed studies, play therapy-game play therapy, CBPT, CCPT, sand play therapy, and theraplay- was used for ADHD children. The studies found that game play therapy and cognitive-behavior play therapy are effective for improving ADHD children's attention, impulsiveness, and self-control. The major game play therapy activities used were dart games, "Simon says" games, fishing games, dominoes, Jenga, Beat the Clock, the board game "Stop," and "Ice, break., ice, break." Based on these findings, this article presents implications and discussion for play therapy intervention for ADHD children.

경도인지장애 고령자의 인지기능 및 우울 수준에 대한 가정방문 개별 보드게임 프로그램의 융복합 연구 (Combined Study of Individual Board Game Program on Cognitive Function and Depression in Elderly People with Mild Cognitive Impairment)

  • 김한나;송보경
    • 한국융합학회논문지
    • /
    • 제10권9호
    • /
    • pp.85-90
    • /
    • 2019
  • 본 연구는 65세 이상 경도인지장애 7명을 대상으로 개별 보드게임프로그램 및 추척관찰을 통하여 인지기능 및 우울 수준에 미치는 영향을 알아보고자 하였고 이를 위해 Mini-Mental State Examination Korean version(MMSE-K), Korean Version of Montreal Cognitive Assessment(MoCA-K) 및 Korean Gorm of Geriatric Depression Scale(KGDS)를 사용하였다. 연구결과, MMSE-K 중재 전, 후 및 추적평가에서 유의한 차이를 보였고(p<0.05) 세부항목 중 시간, 장소 및 물건 인식력과 집중력에서 차이를 보였다(p<0.05). MoCA-K는 중재 전, 후 및 추적평가에서 차이를 보였는데(p<0.01) 세부항목 중 시공간, 이름 인식력, 주의집중 및 단기기억력에서 차이를 보였다(p<0.05). KGDS을 통한 우울수준의 중재 전, 후 및 추적 비교에서 우울에 차이를 보였다(p<0.01). 따라서 65세 이상의 경도인지장애 고령자의 개별보드게임은 인지기능을 개선에 도움을 줄 수 있고 또한 고령자의 시간과 장소 인식력을 포함된 개선된 보드게임이 개발되고 적용되기 기대한다.

Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교 (Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients)

  • 심경섭;전혜선
    • 한국전문물리치료학회지
    • /
    • 제24권1호
    • /
    • pp.30-40
    • /
    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

보드 게임을 활용한 반 구조화된 DIRFloortime® 치료가 고기능 자폐스펙트럼 장애 아동의 언어 이해 및 정보처리 지표 기능향상에 미치는 효과 (Effects of Semi-structured DIRFloortime® Therapy Using Board Games on Verbal Comprehension and Processing Speed Index in Children With High Functioning Autism Spectrum Disorders)

  • 정희승
    • 한국신경인지재활치료학회지
    • /
    • 제10권2호
    • /
    • pp.35-44
    • /
    • 2018
  • 목적: 본 연구는 반 구조화된 $DIRFloortime^{(R)}$ 치료가 고기능 자폐스펙트럼장애 아동의 언어이해 지표 및 정보처리 지표 기능향상에 미치는 효과를 알아보고자 하였다. 방법: 연구대상자의 일반적인 특성인 자폐정도, 전체지능, 언어이해지표 와 정보처리 지표를 측정하였다. 중재 방법으로 사용한 것은 전문가 내용타당도를 확보한 후, 수정 보완하여 보드게임을 활용한 반 구조화된 $DIRFloortime^{(R)}$ 치료 중재 프로그램을 사용하였다. 유사 실험 설계로 한 집단 사전 사후 검사 실험 설계를 하였으며 유의수준 .05에서 t 검증을 통해서 사전 및 사후 검사를 하였다. 결과: 프로그램 실시 후, 언어이해 지표는 사후검사 시, 통계적으로 유의한 수준 (p<.001) 유의미한 차이가 잇는 것으로 나타났으며, 정보처리 지표에서도 통계적으로 유의미한 효과가 있는 것으로 나타났다(p<.001). 결론: 보드게임을 활용한 반 구조화된 $DIRFloortime^{(R)}$ 치료 고기능 자폐스펙트럼 장애 아동들의 언어이해 및 정보처리 지표 기능 향상에 효과가 있었다.

삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과 (Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults)

  • 이용우
    • 대한물리의학회지
    • /
    • 제11권1호
    • /
    • pp.61-69
    • /
    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.