• Title/Summary/Keyword: Mental Health Game

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Survey on addiction and mental health status of the homeless (노숙인들의 중독 및 정신건강 실태에 관한 조사)

  • Choi, Kanghyun;Tak, Jang Han;Lee, Donghwan;Kim, Sung Nyun;Lee, Youngjo
    • The Korean Journal of Applied Statistics
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    • v.29 no.5
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    • pp.977-985
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    • 2016
  • Homelessness is recognized as a problem of lack of housing as well as a social problem entangled by complex problems such as unemployment, family breakdown, social exclusion, health and suicide. In order to search for the specificity of any particular addiction type, we conducted a survey on the addiction and mental health status of the homeless. One of our findings indicated that alcoholism was mainly found more in older homeless; however, internet game and smart phone addiction was found more in younger generations. We hope that our study is meaningful as a typification work at the current stage because there have been few studies in Korea on homeless youth and no study about homeless people's addiction problems other than alcoholism.

The Effects of School Adolescents' Personal Relationship on Delinquency: Focusing on Mediator Effect of Game Addiction (학교청소년의 대인관계가 비행에 미치는 영향: 게임중독의 매개효과를 중심으로)

  • Choi, Gui-Suk;Lim, Sung-Ok
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.180-193
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    • 2017
  • This study aimed to examine the mediate effects of game addiction on the delinquency among school adolescents. In order to achieve the research purpose, secondary data was used which is the data by 8,516 people researched for 'A study on mental health improvement policy for children and adolescents II' among NYPI cross-sectional analysis provided by Korean Children Adolescents Data Archive and the collected data was analyzed using SPSS 21.0 and AMOS 21.0. The major findings were as follows. First, the better relationship with family and teachers led to lower level of game addiction and delinquency. However, in terms of relationship with friends, better relationship led to lower level of game addiction but higher level of delinquency. Second, as a result of verifying mediator effect of game addiction by decomposing the effects of relationship with family, teachers and friends on delinquency, they all demonstrated negative mediator effect. Based on the results I discussed social welfare intervention methods for game addiction in order to understand and prevent school adolescents' delinquency.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

Mechanism and Scenario Design of an Intelligent Arm-Wrestling Machine System

  • Kang, Chul-Goo;Ryu, Ki-Seon;Kim, Y.W.;Sohn, I.S.;Park, E.J.
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1153-1157
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    • 2004
  • The report of the Korean National Statistics Office shows that Korea has been emerging as an elderly society rapidly, and it will burden the Korean society with excessive social welfare cost for the aged in the near future. If we can help the aged to live healthy in some ways, the social burden for the health care of the aged will be lessened. In order to help physical and mental health of the elderly person, we have developed an exercise apparatus called intelligent arm wrestling machine system. This paper presents the mechanism and scenario of the proposed intelligent arm wrestling machine system. The proposed mechanism and scenario are peculiar. In particular, the proposed scenario determines randomly who will win between the man and the robot and generates a game process that the arm-wrestler cannot predict in advance.

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The Effects of Narrative Therapy Group Counseling Program Using Role-Playing Game Format on Happiness and Negative Emotions in Children (롤플레잉게임 형식을 활용한 이야기치료 집단상담 프로그램이 아동의 행복감과 부정적 정서에 미치는 영향)

  • Kim, Bo-Kyung;Bae, Sung-Hoon;Chung, Eun-Jung;Hwang, Soon-Taeg
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.271-284
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    • 2018
  • The purpose of this study was to examine the effects of the narrative therapy group counseling program using RPG(Role Playing Game) format on happiness and negative emotions in children. The subjects of this study were 30 elementary school students who were referred to emotional and behavioral problems in a mental health center or elementary school in Seoul. They were allocated into an experimental group and a control group containing 15 students. Experimental group received a 60-minutes-session per week for 8 weeks. As a result, negative emotions of the experimental group statistically and significantly decreased compared with the control group, as well as the happiness. Results after 20 days showed that was maintained. In conclusion, the narrative therapy group counseling program using RPG (Role Playing Game) format in this study was found to be effective in reducing negative emotions and increasing happiness.

Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

A Study on the Wrestler(Korea's Traditional Wrestler)'s Injury (씨름선수 상해에 관한 연구)

  • Lee Chul-In;Park Sung-Soon;Park Rae-Joon
    • The Journal of Korean Physical Therapy
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    • v.11 no.3
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    • pp.159-175
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    • 1999
  • The purpose of this study lies in providing the basic materials for wrestlers' control of health and physical strength, the preventive, measure for injury during a practice or a game and the scientific training method for upgrading competitive power in a game. The result of analyzing the occurring tendency and therapeutical actions and attitude of sports injury, taking the 258 wrestlers from a high school, an university and pro-team as the object of study through a questioning sheet are like following. 1. Among every wrestlers' causes of injury, the main cause was a physical collision occupying $\50\%$, and an excessive training occupied $30\%$. on the contrary, the unsatisfied wrestler's cause of injury was a shortage of mental concentration and a burden of weight, occupying each $19\%$ and $17\%$. Therefore in order to prevent the injury, you should take care of especially in time of physical collision in a practice or a grme and prevent an excessive training. 2. The seasion with the most frequent occurrence of injury is the winter$(78\%)$, and in the spring and summer$(5.5\%)$, the frequency of occurrence of injury is very low. In the meantime, considering by occurring time, during a practice$(95\%)$ the injury occurs most frequently and during a game$(5\%)$ occure least frequently. Therefore, in order to reduce the injury, you should warm up sufficiently before the training and the practice and concentrate all of you attention and mind. 3. The injury occurs most highly in the afternoon hours occupying about $80\%$, and a little in the dawn and morning hours but in the contrary rarely in the night. 4. As the wrestler's injury type, the injury on muscles and tendons occupies the most to take $65\%$ of the whole injuries.

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Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

Development of the Educational Program for Prevention of Sexual Abuse in Children (어린이 성희롱/성폭력 예방교육 프로그램 개발)

  • 이경혜;이자형;배정이;김일옥
    • Journal of Korean Academy of Nursing
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    • v.33 no.2
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    • pp.189-199
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    • 2003
  • Purpose: The purposes of this study is to develop an educational program to prevent sexual abuse of children and to improve the physical and mental health of children by providing a rape-free environment and safety education. This program will provide parents and children with information on how to prevent sexual abuse in children. Children learn specific methods to avoid being victimized both at home and outside the home through a learning game and simulation, which is based on problem solving. Method: This program was developed based on a literature reviews, surveys and negotiation process. School- aged-children, parents, and teachers were interviewed to reveal their educational needs based on their experiences related to sexual abuse. Result: This program includes useful subjects such as safety education, early detection of sexual abuse, crisis management, resource persons, and phone numbers of available hospital. Counseling is provided by researcher or by a pediatric psychiatrist if needed. Conclusion: This program could be adequately utilized for prevention of sexual abuse of children. It also will provide an intervention strategy for abused children. This educational program was distributed to all of the elementary school through the Ministry of Education and Human Resources Development.