Browse > Article
http://dx.doi.org/10.18857/jkpt.2021.33.3.123

Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction  

Lim, Ji-Yun (Department of Occupational Therapy, College of Health Science, Kangwon National University)
Kim, Jong-Hoon (Department of Occupational Therapy, College of Health Science, Kangwon National University)
Lee, Seul-Mi (Department of Occupational Therapy, College of Health Science, Kangwon National University)
Jang, Woo-Hyuk (Department of Occupational Therapy, College of Health Science, Kangwon National University)
Publication Information
The Journal of Korean Physical Therapy / v.33, no.3, 2021 , pp. 123-130 More about this Journal
Abstract
Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game addiction.
Keywords
Snoezelen therapy; Game addiction; Mental health; Quality of life; Student;
Citations & Related Records
연도 인용수 순위
  • Reference
1 American Psychiatric Association. The diagnostic and statistical manual of mental disorders, 5th ed. Washington DC, Amer Psychiatric Pub Inc, 2013:795-8.
2 Burns I, Cox H, Plant H. Leisure or therapeutics? Snoezelen and the care of older persons with dementia. Int J Nurs Pract. 2000;6(3):118-26.   DOI
3 Thompson SBN, Martin S. Making sense of multisensory rooms for people with learning disabilities. Br J Occup Ther. 1994;57(9):341-4.   DOI
4 Kim YS, Kim SS, Lee SJ et al. Internet addiction and quality of life among some adolescents. Korean Juvenile Policy Association. 2014;25(25):31-58.
5 Yong JH, Lee JY. The effects of multisensory environments (snoezelen) on the autonomic nervous system. Korean J of Occup Ther. 2006;14(3):17-25.
6 Jang C, Song MO, Bae JS et al. The effects of snoezelen on the stress and attention for college students. Journal of Korean Society of Health Science. 2008;5(1):57-74.
7 Jun JH, Kang MY, Kim YH et al. Preference and expectation effectiveness of horticultural therapy programs for game and internet overindulgence of university students and young people. J People Plants Environ. 2017;20(3):73.   DOI
8 Pagnin D, de Queiroz V, Carvalho YT et al. The relation between burnout and sleep disorders in medical students. Acad Psychiatry. 2014;38(4):438-44.   DOI
9 Cohen S, Williamson G. Perceived stress in a probability sample of the United States. In: Spacapan S & Oskamp S, eds, The social psychology of health: Claremont symposium on applied social psychology. Sage, California, 1988;31-67.
10 Kewin J. Snoezelen: the reason and the method. In: Hutchinson & Kewin J, eds, Sensations and disability: Sensory environments for leisure, snoezelen, education and therapy, Chesterfield, ROMPA, 1992;6-17.
11 Cohen S, Kamarck T, Mermelstein R. A global measure of perceived stress. J Health Soc Behav. 1983;24(4):385-96.   DOI
12 Slevin E, Mcclelland A. Multisensory environments: are they therapeutic? a single-subject evaluation of the clinical effectiveness of a multisensory environment. J Clin Nurs. 1999;8(1):48-56.   DOI
13 Chitsey A, Haight B, Jones M. Snoezelen®: a multisensory environmental intervention. J Gerontol Nurs. 2002;28(3):41-9.   DOI
14 Lee JY, Yoo EY. The effects of implementation of multisensory environments (snoezelen) on the emotional state of college students. Korean J of Occup Ther. 2006;14(2):39-47.
15 Jamshidi Manesh M, Kalati M, Hosseini F. Snoezelen room and childbirth outcome: a randomized clinical trial. Iran Red Crescent Med J. 2015;17(5):e18373.   DOI
16 Yoon SW, Lee BN, Park KH et al. Development of korean depression screening assessment : phase II preliminary validation study. Kor J Clin Psychol. 2018;37(2):252-62.
17 Ware JE, Sherbourne CD. The MOS 36-item short-form health survey (SF-36): I. Conceptual framework and item selection. Med Care. 1992; 30(6):473-83.   DOI
18 Celik D, Coban O. Short form health survey version-2.0 turkish (SF-36v2) is an efficient outcome parameter in musculoskeletal research. Acta Orthop Traumatol Turc. 2016;50(5):558-61.   DOI
19 Kang SH. Effects of aerobic exercise on health-related quality of life (Peds QLTM 4.0) and dopamine levels in adolescents with internet gaming addiction. The Korean Society of Sports Science. 2017;26(4):985-94.   DOI
20 Jeong HC. Internet and smartphone game addiction: a phenomenological comparison. AJMAHS. 2016;6(2):71-80.   DOI
21 Ju HW, Bae SM. A psychological interview and test battery for record of internet addiction counseling. Korean Journal of Youth Studies. 2015;22(5):231-54.
22 Shin SM, Ryu SJ, Kim BJ et al. The development and effectiveness of MI group counseling program for adolescents internet-addiction. JAPC. 2015;16(4):89-109.
23 Kim HJ. A case study on improving effect on internet game addiction behavior and self efficacy of children by play based cognitive behavior therapy. JSER. 2007;25(2):11-26.
24 Kim YS. The effect of self-control training on the internet game addiction of elementary school students. Daegu National University of Education. Dissertation of Master's Degree. 2004.
25 Kim NM, Park KE, Jang SE. Analysis of domestic research trends on positive psychological intervention for addiction recovery. Korean Counseling Association. 2018;19(1):113-28.
26 Ashby M, Lindsay WR, Pitcaithly D et al. Snoezelen: its effects on concentration and responsiveness in people with profound multiple handicaps. Br J Occup Ther. 1995;58(7):303-7.   DOI
27 Cox H, Burns I, Savage S. Multi sensory environments for leisure: promoting well-being in nursing home residents with dementia. J Gerontol Nurs. 2004;30(2):37-45.   DOI
28 Kim TH, Ha EH, Lee ES et al. Emotional and behavioral problems related with internet addiction in adolescence. J Korean Neuropsychiatr Assoc. 2005;44(3):364-70.
29 Kim EJ. The effect of depression, anxiety, stress on self-esteem and delinquency mediated internet game addiction of elementary students. The Journal of Elementary Education. 2015;28(3):95-122.
30 Lee JY, Park TW, Lee MS et al. Pattern of computer game play and emotional and behavioral characteristics in upper grade elementary school children. Anxiety and Mood. 2008;4(2):135-41.
31 Lee GW, Lee HM, Shin JH. Effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in internet games. Jour of KoCon A. 2016;16(9):769-78.
32 Chae SG. A study on the effects of play based sensory integration treat-ment program on the behavior and sensory integration functions of children with developmental disorder. Journal of Play Therapy. 2007;11(3):89-112.
33 Baker R, Dowling Z, Wareing LA et al. Snoezelen: its long-term and shortterm effects on older people with dementia. Br J Occup Ther. 1997;60(5):213-8.   DOI
34 Lee JE. The effects of self-complexity and self-efficacy on depression and perceived stress. Ajou University. Dissertation of Master's Degree. 2005.
35 Joo EH. A meta-analysis of the effects of music therapy for patients with addictive disorders. Sookmyung Women's University. Dissertation of Master's Degree. 2018.
36 Han SK, Kim SH, Seo JB. The development of the game addiction remedy program based on scratch programming. JKAIE. 2010;14(1):61-8.
37 Lee CH, Jeong GH. The relations between elementary pupils' game addiction, aggression and personality. JKAIE. 2005;9(3):417-37.
38 Lee JH, Lee SJ, Chun JW et al. Comorbid depression interferes with emotional regulation in adolescents with internet gaming disorder. J Korean Neuropsychiatr Assoc. 2015;54(3):322-9.   DOI
39 Hong CK, Sin SY, Lee KH et al. Relationship between symptom scores and quality of life before and after endoscopic sinus surgery: comparison between RSDI and SF-36v2TM questionnaire. Korean J Otorhinolaryngol-Head Neck Surg. 2008;51(6):535-43.
40 Kwon SM, Oei TP. Differential causal roles of dysfunctional attitudes and automatic thoughts in depression. Cognit Ther Res. 1992;16(3):309-28.   DOI
41 Cuvo AJ, May ME, Post TM. Effects of living room, snoezelen room, and outdoor activities on stereotypic behavior and engagement by adults with profound mental retardation. Res Dev Disabil. 2001;22(3):183-204.   DOI
42 Seo HJ, Won JK, Jung YJ et al. The influence of snoezelen program on depression of college students: a prior study. Journal of Korean Society of Health Science. 2012;2(1):17-26.
43 Kuss DJ. Internet gaming addiction: current perspectives. Psychology Res Behav Manag. 2013;6:125-37.   DOI
44 Kwon MS, Nam KW, Seo BK. 2015 survey on internet over dependency. Ministry of Science and ICT.National Information Society Agency. 2016.