• Title/Summary/Keyword: Mental Health Game

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The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect (키넥트를 이용한 걷기게임 '팔도강산3' 개발 및 효과성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, SeongSuk
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.49-58
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    • 2014
  • We have developed a serious game for the elderly named 'Paldokangsan3' as a next version of 'Paldokangsan2' which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.

The Factors Influencing the Mental Health of Middle School Students in Korea, China and Japan (한.중.일 중학생의 정신건강에 영향을 미치는 요인)

  • Choe, Eun-Hee;Nam, Eun-Woo;Jin, Gi-Nam;Lee, Kyu-Sik;Houri, Daisuke;Min, Liu Zhong;Matsumoto, Kenji
    • Korean Journal of Health Education and Promotion
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    • v.27 no.4
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    • pp.39-49
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    • 2010
  • Objectives: This study analyzed the factors that influence the mental health of adolescents in Korea, China, and Japan. Methods: The survey was conducted in each country between November 2008 and January 2009. The respondents were 1,390 Korean, Chinese, and Japanese students aged between 14 years and 16. The mental health was measured by the School Mental Health Scale of Ochanomizu University (2004), which is composed of six scales: physical symptoms, eating disorders, depression, interpersonal relationship, powerlessness, and impulsiveness. Results: The relationship with family and friends are strongly associated with mental health. As for Korean and Chinese female students experienced mental illness more than male. Regarding Korean students, the time to use TV computer game is related to relationship and impulsiveness. The mobile phone use more than three hours is related to depression and relationship for Japanese, and the number of family member less than three, is associated with powerlessness for Chinese. Conclusion: Regular and effective health education is required in order to improve students lifestyles and family and peer relationships. This study also offers the fundamental information for health promotion programs for Korean, Chinese and Japanese students.

Analysis on Serious Games for Psychotherapy (정신 치료를 위한 기능성 게임 분석)

  • Lee, Myoun-Jae;Ko, Ki-Sook;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.417-427
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    • 2011
  • Serious games combine game entertainment with original purpose in special fields(education, health, sport, military, public), Now, many serious games have been developing in this country, but main points on development factors in serious games have not been presented. In this paper, we analyze existing games which were developed for psychotherapy with essential factors of human-service game presented by Hy Resnick and Moshe Sherer, for developing serious games in psychotherapy field. And, we discuss development methods of psychotherapy game based on the analyzed factors. This paper shows theoretical bases in serious game for psychotherapy, provides guidelines for developers to produce a serious game in psychotherapy.

Relationship of Internet Addiction and Mental Health of 5-6th year Students in Elementary Schools (초등학교 5.6학년 학생의 인터넷 중독과 정신건강과의 관계)

  • Kim, Hye-Jung;Cho, Bok-Hee
    • Journal of the Korean Society of School Health
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    • v.16 no.2
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    • pp.97-110
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    • 2003
  • The purpose of this study is to find out the relationship between internet addiction and mental health of 5-6th grade students in elementary schools and to provide some basic data to develop a program for prevention and treatment of internet addiction. The study is the research of the descriptive correlation and the subjects of the study were 643 students from 5th and 6th year children of four elementary schools in four districts which are located in G city. The data were analyzed by SAS program with frequency, percentage, means, standard deviation, x2-test, ANOVA and Pearson's Correlation Coefficient. The results were as follows: 1. In the demographic characteristics of the subjects, the boys were 50.5%, girls 49.5% and 5th grade students were 48.4%, 6th grade 51.6%. The purposes of the internet using were e-mail 40.3%, game 37.5%. 2. In the degree of the internet addiction were 4.5% of addiction, 38.7% of addiction tendency and 56.8% of non-addiction. 3. The score range of the degree of the mental health index of the subjects' were 26-28, mean 47.8. 4. There were significant differences in mental health index(F=34.01, p= .000) to the degree of the internet addiction. 5. There were significant negative correlation between the degree of internet addiction and the mertal health index(r=0.342, p= .000). The result of the study showed the students who are in high-grade in elementary school have already addicted to using of the internet as much as the youth and the more they addicted to the internet, the lower mental health index they have. According to increasing of the using internet among the elementary school students, the internet addiction of them have increased. Therefore, it is necessary to develope a program for prevention and treatment of the internet addiction.

Effect of Internet Game Overflow on Suicidal Ideation among Adolescents: Analysis of the Mediating Effect of Depressive Mood (인터넷 게임 과몰입이 청소년의 자살생각에 미치는 영향: 우울감의 매개효과 분석)

  • Min, Dakyung;Lee, Hanna;Song, In Han
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.445-454
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    • 2014
  • It has been argued that internet game overflow (IGO) causes negative effects on mental health among adolescents. Especially, suicide has been known as one of the most serious mental health problems in Korea. This study is to examine the effect of IGO on suicidal ideation among adolescents, and to examine the relationship among IGO, depressive mood, and suicidal ideation by analyzing the mediating effect of depressive mood in the relationship between IGO and suicidal ideation. For this purpose, we analyzed the 2012 dataset from the Korea Children and Youth Mental Health Promotion Study (N=8,745) by the National Youth Policy Institute. The results showed that, first, about 5.6% of adolescents were included in the risky group depending on the criteria of the measurement. Second, IGO has a statistically significant effect on suicide ideation when considering the two variables only. Third, however, as depressive mood was found to have a complete mediating effect in the relationship between IGO and suicidal ideation, IGO increases suicidal ideation by increasing depressive mood. As policy and practice implications, the necessity of intervention to reduce IGO and mental health problems among adolescents was discussed.

Risk and Protective Factors, and Mental Health in Youth's Internet Addiction by the Addiction Types (청소년의 인터넷 중독유형에 따른 위험요인 및 보호요인과 정신건강 비교연구)

  • Nam, Young-Ok;Lee, Sang-June
    • Korean Journal of Social Welfare
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    • v.57 no.3
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    • pp.195-222
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    • 2005
  • This study was a comparative analysis by youth's internet addiction types. Distribution of internet addiction types, relative influence of risk and protective factors in each addiction type, and common and different risk and protective factors among the internet addiction types were investigated. And, the level of youth's mental health and the effect of internet to youth's mental health were identified. A total of 1,830 youth were surveyed, and the findings were as below: Firstly, 62.3% of the surveyed youth were addicted to internet. In detail, 15.9% had internet game addiction and 10.9% had internet sex addiction. Secondly, in all types of internet addiction, the risk factors gave severer influence than the protective factors did, and the protective factors gave compensation effect to each type of addiction. Thirdly, among the internet addiction types, the common risk factors were depression, aggression, parents' control, and friends' influence, while the protective factor was self control. Among the internet addiction types, a different risk factor was PC access, and the different protective factors included self-efficacy, teacher's support, friend's support, and parents' relationship. Fourthly, in all the three addiction pattern, the addicted adolescents had experienced more psychological symptoms than general internet users had. Finally, in the aspects of psychiatric symptoms, sex addiction gave the worst negative effect, and then game addiction, and internet addiction came in order. And the adolescents who had the higher degree of addiction were more likely to experience psychiatric symptoms.

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The Mediating Effect of Anxiety on the Relationship between Internet Game Addiction and Life Satisfaction: Focusing on Male University Students in Harbin, China (인터넷 게임중독이 불안을 매개로 삶의 만족도에 미치는 영향: 중국 하얼빈 지역 남자 대학생을 중심으로)

  • Choi, Woon-Sun
    • Korean Journal of Family Welfare
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    • v.23 no.4
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    • pp.613-632
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    • 2018
  • The purpose of this study is to review Chinese policy on internet game addiction, and understand the level of internet game addiction, anxiety, and life satisfaction levels, and examine how game addiction affects life satisfaction with anxiety as a medium among male university students in China. In order to achieve the goals of the study, a survey was conducted on 240 male university students in Harbin, China. The research results are as follows. First, the internet game addiction level of male university students was at a relatively low level. Only 2.9% scored over 36 points, the litmus test for the category of clinical criterion, whereas the majority belonged to the general user group. Meanwhile, anxiety was at an intermediate level, along with a relatively high level of life satisfaction. Next, internet game addiction showed a positive correlation with anxiety, and a negative correlation with life satisfaction level. A negative correlation was found between anxiety and life satisfaction level. Lastly, anxiety was found to play a complete mediation role, as a mediator variable between internet game addiction and life satisfaction level. Based on the above results, policy and practical suggestions are proposed to improve the mental health of university students and to prevent and treat game addiction within China.

Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.