• Title/Summary/Keyword: Mental Health Game

Search Result 40, Processing Time 0.106 seconds

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
    • /
    • v.10 no.2
    • /
    • pp.9-18
    • /
    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

A Study on Physical, Cognitive, and Social Functioning Levels in Institutionalized elderly (요양원 노인의 신체적, 인지적, 사회적 기능상태에 관한 연구)

  • Kim, Jung-Soon;Kwon, Ja-Youn
    • Research in Community and Public Health Nursing
    • /
    • v.7 no.2
    • /
    • pp.216-228
    • /
    • 1996
  • The purposes of this study were to investigate levels of physical, cognitive, and social functioning in institutionalized elderly. The subjects were 78 residents of a nursing home for the elderly in Pusan. The data were collected from June 24th to July 8th, 1996 using interview and observational method. The structured questionnaires developed by Kim, by Kwon & Park, and by researcher were adopted to measure physical, cognitive, and social function, respectively. The data were analyzed using percentages, means, t test, ANOVA, Pearson correlation coefficient, Cronbach's alpha with the SPSS PC programs. The results were summarized as follows: 1. 34.2% of the subjects had a paralysis, strokes 26.3%, hearing impairment 15.9%, vision impairment 11.8%, mental disturbance 11.8%, cognitive disturbance 10.5%. 2. The mean score on the physical function for the subjects was 73.14, and the items with low functioning levels were 'ascending the stairs', 'bathing' in that order. There was no significant difference in physical function according to the following demographic characteristics: sex, age, and education level. 3. 50.0% of subjects was categorized 'definite dementia', 'questionable dementia' 11.5%, 'definite non-dementia' 38.5%. There was a significant difference in cognitive function according to sex, but were no significant differences according to following demographic characteristics: age and education level. 4. The mean score on the social function for the subjects was 17.60. The items with comparatively high score were in simple activities such as 'enjoying talking with his friends', 'watching TV or listening to the radio', and the items with low score were in complex activities such as 'enjoying a hobby',. 'enjoying a game', 'reading the newspaper or book'. There were no significant differences in social function according to sex and age, but was a significant difference according to education level. 5. Social function was positively correlated with both physical function and cognitive function.

  • PDF

Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity Actual Condition (한국과학영재학교와 민족사관고 학생의 여가활동실태 분석)

  • Lee, Hoon-Sik;Song, Kang-Young;An, Jeong-Deok
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.3
    • /
    • pp.101-109
    • /
    • 2007
  • The purpose of this study was to analyse the actual condition of leisure activity in the case of Korea Science Academy students(KSA) and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. 1) KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity, and $75\sim80%$ students considered the leisure activity as an important means to maintain health and physical fitness. 3) The students's 30% answered that they participate by themselves, and KSA male's 51% and female's 40%, MLA male's 40% and female's 48% participated in leisure. Activity planlessly. 4) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the bighest ratio in the case of MLA students and KSA female students. 5)The mae students, 38% of KSA and 54% students of MLA did not play computer game at al in weekdays, and 70% of the female students in total did not play computer game. KSA's male students spent more time in playing computer game than MLA's male students did 6) The biggest reason for being unable to participate in the leisure activity was the insuficiency of time due to homework or studying for quiz. The laziness also showed high po-centage of $19\sim25%$ varying between the groups.

Modern Pentathlon's Sports Spirit and A Study on Leader's Ethical Exploration

  • Han, Doryung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.3
    • /
    • pp.119-126
    • /
    • 2021
  • The modern pentathlon is an exercise in which people and people compete, as well as exercise without equipment, exercise using equipment, and exercise with animals, and it is an exercise that includes static and dynamic exercise. The ethical issues of modern pentathlon athletes are also related to the poor environment and economic reasons, and the athlete's ethical awareness, attitude, and spirit have a great influence on the athlete's mental environment. In this study, the direction of improvement of ethical problems, which are different as important issues in modern sports, was examined, and qualitative research methods were applied to explore the sports spirit and ethics of the modern pentathlon. Correct sports should not deviate from the intended purpose of the exercise or cause or force the athlete to suffer physical or mental pain. In sports, compensatoryism can be a direct cause of improved performance or record-breaking, but sometimes it can also cause distorted athletes. Air doping has ethical issues that can cause controversy over the health or fairness of athletes, mental and physical damage to athletes, and harm. Responsibilities and ethical issues of athletes who take prohibited substances or leaders or supervisors who neglect or encourage them should be treated as very important matters. In the sports field, the reward system that is subordinate to the athlete's or leader's performance is related to the athlete's or leader's livelihood. For a fair and just game progression, it is necessary to break away from the development of athletes who are only focused on performance. The problem of Unethical issues must be overcome by emphasizing the restoration of ethics that are reasonably recognized in ideology and logic.

The Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity property and Life satisfaction (한국과학영재학교와 민족사관고 학생들의 여가활동특성 및 생활만족 분석)

  • Song, Kang-Young;An, Jeong-Deok
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.133-140
    • /
    • 2006
  • The purpose of this study was to analyse the properties of leisure activity and the life satisfaction in the case of Korea Science Academy(KSA) students and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. We had achieved the following results. 1) For leisure activity, KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) The response showed that stress treatment was the principal reason of leisure activity's need. 3) Over 50% of the male students were satisfied with the present leisure activity but 12% of the KSA male students and 14% of the MLA female 14% answered to the "unsatisfactory" or "very unsatisfactory". 4) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity. 5) 75$\sim$80% students considered the leisure activity as an important means to maintain health and physical fitness. 6) Though most students participated in the activities with friends, 30% of the students answered that they participate by themselves. 7) It was shown that 51% and 40% of KSA male and female students, 40% of MLA male students and 48% of MLA female students participated in leisure Activity planlessly. 8) The average leisure time of the most students was less than 2 hours a day and Male students were observed to have more leisure time than female, and KSA students to have more time than MLA students. 9) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the highest ratio in the case of MLA students and KSA female students. 10) In the case of male students, 38% of KSA and 54% students of MLA did not play computer game at all, and 70% of the female students in total did not play computer game. Also, the proper control-method was in need because the result showed that KSA's male students spent more time in playing computer game than MLA's male students did. 61% of KSA female students and 53% of MLA female students answered that they did not play compute game at all during weekends. Whereas It showed that 26% of KSA male students played computer game over 3 hours during weekends. 11) The biggest reason for being unable to participate in the leisure activity was the insufficiency of time due to homework or studying for quiz. The laziness also showed high percentage of 19$\sim$25% varying between the groups. 12) The life satisfaction of KSA male students was visibly higher(p<.05) than that of MLA male students but the significantly difference wasn't shown in the case of female students.

  • PDF

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
    • /
    • v.25 no.3
    • /
    • pp.70-81
    • /
    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

Interaction Contents for Reconsidering Visually Disabled Parents

  • Hong, Joo-Bong;Lee, Chan-Kyu;Lim, Chan
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.54-62
    • /
    • 2020
  • According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.

Process of Social Stigma on Behavioral Addictions -The Attribution Affection Theory applied - (행위중독에 대한 사회적 낙인과정 - 귀인정서이론 적용 -)

  • Park, Keun Woo;Seo, Mi Kyung
    • Korean Journal of Social Welfare
    • /
    • v.69 no.3
    • /
    • pp.241-265
    • /
    • 2017
  • This study was conducted to propose anti-stigma strategies by verifying the social stigma on behavioral addiction under the premise that social stigma is a main obstacle to the treatment of addiction. A research model was constructed by applying the attribution affection theory and the modified attribution affection theory, which are very useful for explaining emotional and behavioral responses to the persons with mental illness. In other words, when attributing the causes of behavioral addiction to the personally controllable things such as personality, will and lifestyle, social distance can be increased by the mediate of anger. However, when attributing the causes of behavioral addiction to biological factors that can not be controlled by an individual, there can exist two pathway, one is the arising of helping behaviors by the mediate of sympathy (the attribution affection theory), and the other is the aggravation in the social distance due to rising fear (the modified attribution affection theory). In order to verify the research model, 383 adult subjects mainly in South Gyeongsang Province were randomly presented with the vignettes of gambling addiction and internet game addiction, and asked about the causes of the problems and their emotional, prejudicial, and behavioral responses to them. As a result, all pathway had statistically significant predictive effect. Therefore, in the case of attributing to personal causes, social distance increased by the mediate of anger. In the case of attributing to biological causes, both pathway had significant predictive effect, but the indirect effect of the pathway predictive of the helping behavior by the mediate of sympathy was greater. Researchers suggested that anti-stigma strategies, which emphasize that behavioral addiction is a mental health problem requiring treatment, are necessary.

  • PDF

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.4
    • /
    • pp.13-19
    • /
    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

  • PDF

Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.8
    • /
    • pp.3597-3609
    • /
    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.