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A Study of Needs on Serious Game for Dementia in the Elderly  

Kim, Jee-Yeon (Ntelligent Games Inc.)
Jung, Jae-Bum (Creative Informatics & Computing Institute, Korea University)
Park, Moon-Ho (Department of Neurology, Korea University Medical College)
Park, Kun-Woo (Department of Neurology, Korea University Medical College)
Choi, Moon-Gee (Academy of General Education, Korea University)
Publication Information
Dementia and Neurocognitive Disorders / v.9, no.3, 2010 , pp. 82-87 More about this Journal
Abstract
Background: The characteristics and needs of potential users of the serious game for dementia have been poorly estimated. Methods: A total of 247 subjects (68.28${\pm}$11.19 yr) were classified by attitude toward senile dementia. They responded to the questionnaire on the acceptance of the serious game and the needs for contents of the serious game. Results: The average rating of the acceptance of the serious game was 72.20. Among the types of attitudes, 'ctive & realistic (type 3)'scored the highest (77.60), 'dealistic & expectant (type 1)'scored 71.80, and 'versive & defensive (type 2)'scored the lowest (66.80) on the acceptance. In the case of the contents of the serious game, type 3 & type 1 scored higher ratings for the needs regarding all of 12 contents of the serious game. Among the 12 contents, type 3 showed the highest needs for the contents of cognitive functions, while type 1 showed the highest needs for the contents of emotion. Conclusions: These results suggest that potential users of the serious game for dementia are likely to be type 1 or type 3, and the contents and functions for the two types of potential users should be different.
Keywords
Dementia; Serious game; Acceptance; Needs;
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Times Cited By KSCI : 2  (Citation Analysis)
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