• Title/Summary/Keyword: Emotional Wellness

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A Study on Senior friendly function Game Industry and Culture Contents Technology(CT) R&D development process. (고령친화 기능성 게임산업과 문화콘텐츠 기술(CT) R&D 발전랑안의 모색)

  • Kim, Yeon-Jeong;Park, Hyun-Sik
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.57-65
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    • 2009
  • This study explored the current supply status on Contents Technology R&D(research and development) and friendly function Game Industry targeting to elderly consumers. The game contents including the functional components are categorized the sixth category of CT R&D's fundamental planning. The function game targeting to elderly focused on emotional and physical recovering to barrier, user friendliness, simplicity and certainty of game performance. The purpose of game participation are health, well-being, psychological wellness and communication. The functional game consisted of various version procedure by socio-demographic, the accessibility to game media and device.

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Learning Experiences in Expressive Writing to Improve Psychological and Emotional Wellbeing

  • Kapseon KIM
    • Journal of Wellbeing Management and Applied Psychology
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    • v.7 no.1
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    • pp.43-50
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    • 2024
  • Purpose: People must express their feelings and thoughts to maintain mental health and stability. Expressing one's emotions, experiences, and thoughts in writing relieves inner feelings, promotes self-exploration, and improves individual well-being, resulting in a pleasant state on physical, mental, and social levels. This study aims to reveal the learning experiences of university students who participated in a self-expressive writing course to improve their well-being. Method: To explore the learning experiences of university students who took a self-expressive writing course, this study used qualitative research methods to analyze the students' written reflection notes. Results: Self-expressive writing was found to resolve university students' negative emotions, regulate their emotions, improve their self-reflection and self-awareness, contributing to their problem-solving skills and ability to set new goals, and strengthen their social communication. The meaning of this class experience can be summarized as healing, awareness, reflection, change, and growth. Conclusion: The results of this study provide concrete data on expressive writing classes and are valuable when designing the writing programs.

A Study of the Relation between Quality of Life and Family Burden of Home-based Hospice Patient Families (재가 호스피스환자 가족의 삶의 질과 가족부담과의 관계)

  • Lee, Eun-Ju;Kim, Hyang-Dong
    • Korean Journal of Hospice Care
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    • v.6 no.2
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    • pp.69-78
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    • 2006
  • Purpose: This study was conducted to analysis relationship about quality of life and family burden of the home-based hospice patient families. Method: The subjects consisted of 94 families with home-based hospice patient. The ages of the subjects were 17-73 years with hospice patient who receivedhome visiting care and registered at 4 hospitals in Daegu and Kyung-Buk. The data was collected from March to November 2004. The instruments used for the study were Quality of Life Scale (GLS) and Family Burden Questionnaire (FBQ). The analysis was done using frequency, mean, standard deviation, correlation and stepwise multiple regression with SPSS WIN 11.0. Results: The results were as follows: 1. The mean score of family burden was 3.36 ($\pm0.55$). The highest mean score of family burden 6 factors were wellness of future 3.85($\pm1.10$), and the second was economic family burden 3.63($\pm0.97$). 2. The mean score of quality of life was 3.09 ($\pm0.48$). The lowest score of quality of life 6 factors were economic status 2.86($\pm0.54$), and the second was physical state and function 3.01($\pm0.62$). 3. In the home-based hospice patient families, family burden had significant negative correlation with quality of life(r=-0.25, p=0.012). 4. Emotional status accounted for 11% of family burden in the home-based hospice patient families by means of stepwise multiple regression. 5. Economical status accounted for 18 and age accounted for an additional 11% of quality of life in the home-based hospice patient families by means of stepwise multiple regression. Conclusion: The finding showed that family burden and quality of life of home-based hospice patient families were significantly negative correlation and the highest factor of family burden was wellness of future and the most important factor of quality of life was economic status.

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The Outcomes of an e-Wellness Program for Lupus Patients in Thailand: A Participatory Action Research Approach

  • Nop T. Ratanasiripong;Steven Cahill;Christine Crane;Paul Ratanasiripong
    • Journal of Preventive Medicine and Public Health
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    • v.56 no.2
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    • pp.154-163
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    • 2023
  • Objectives: Systemic lupus erythematosus (SLE) or lupus patients usually experience various physical and psychological challenges. Since the coronavirus disease 2019 pandemic, these challenges have become even harsher. Using the participatory action research approach, this study evaluated how an e-wellness program (eWP) impacted SLE-related knowledge and health behaviors, mental health, and quality of life among lupus patients in Thailand. Methods: A 1-group, pretest-posttest design study was conducted among a purposive sample of lupus patients who were members of Thai SLE Foundation. The 2 main intervention components were: (1) online social support, and (2) lifestyle and stress management workshops. Sixty-eight participants completed all the study requirements, including the Physical and Psychosocial Health Assessment questionnaire. Results: After being in the eWP for 3 months, participants' mean score for SLE-related knowledge increased significantly (t=5.3, p<0.001). The increase in sleep hours was statistically significant (Z=-3.1, p<0.01), with the percentage of participants who slept less than 7 hours decreasing from 52.9% to 29.0%. The percentage of participants reporting sun exposure decreased from 17.7% to 8.8%. The participants also reported significantly lower stress (t(66)=-4.4, p<0.001) and anxiety (t(67)=-2.9, p=0.005). The post-eWP quality of life scores for the pain, planning, intimate relationship, burden to others, emotional health, and fatigue domains also improved significantly (p<0.05). Conclusions: The overall outcomes showed promising results of improved self-care knowledge, health behaviors, mental health status, and quality of life. It is recommended that the SLE Foundation continues to use the eWP model to help the lupus patient community.

A Study on the Listener's Emotional Perception of Music According to Harmonic Progression Level (음악의 화음 전개 수준에 따른 감상자의 정서 지각 연구)

  • Ryu, Hae In;Choi, Jin Hee;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.93-112
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    • 2022
  • The purpose of this study was to compare participants' perceived emotion following harmonic changes in music. In this study, 144 participants, aged 19 to 29 years, listened to music online that included low to high harmonic progression in tonal music (major-minor). After listening to each piece of music, participants were asked to rate 4 items using a 7-point Likert scale: emotional potency, arousal, degree to which the harmony impacted the listener's emotions, and listener's preference for the music. There were significant differences between each of the four items upon the level of harmonic progression. When the participants were divided into two groups (i.e., those with a background in music and those with no background in music), there was a significant difference between the groups in terms of emotional potency, but there was no significant interaction effect. This study confirmed that various emotional responses in listeners can be induced by controlling the exogenous variables in musical excerpts. Based on this, it is expected that the harmonic progression level can be provided to the client to be used as an effective therapeutic tool in music therapy intervention.

The Analysis on Users' Centrality in the Social Network and their Sentiment : Applying to Medical Web Forum on Alzheimer's Disease (사회연결망상의 우위와 감성 표현과의 관계 분석: 알츠하이머 웹포럼의 적용)

  • Lee, Min-Jung;Woo, Ji-Young
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.127-140
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    • 2015
  • In this study, we aim to analyze the relationship between the centrality in the social network and the sentiment of medial web forum users. In recent, many people use online resources to obtain health and wellness information especially social media resources. In the medial web forum, people give and receive informational supports and emotional supports and this interaction forms the social network. We analyze the social network, derive node characteristics in terms of centrality and compare the centrality index and the sentiment score derived from users' messages. We found that as more people express their emotion, they possess higher central position in the network. Further, people who express positive emotion in their messages have higher central position in the network than people who have negative emotion. This study will help to identify influentials of emotional supports to others and finally to control the depression of Alzheimer's disease patients and their related ones.

Maternal Health Effects of Internet-Based Education Interventions during the Postpartum Period: A Systematic Review (인터넷 기반 교육 중재가 산욕기 어머니 건강에 미치는 영향에 대한 체계적 고찰)

  • Chae, Jung Mi;Kim, Hyun Kyoung
    • Research in Community and Public Health Nursing
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    • v.32 no.1
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    • pp.116-129
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    • 2021
  • Purpose: This study aimed to investigate the maternal health effects of internet-based education interventions on parturients during the postpartum period through a systematic review of randomized controlled trials. Methods: An electronic literature search of the Cochrane Library, CINAHL, EMBASE, Eric, PsycINFO, PubMed, RISS, and KISS databases was performed, using the combination of keywords such as 'parenthood education', '*natal education', '*birth intervention', 'internet-based intervention', 'randomized controlled trial'. The inclusion criteria were peer-reviewed papers in English regarding randomized controlled trials of internet-based postnatal education interventions. Educational interventions were delivered through any web, mobile, eHealth, mHealth, virtual reality, short message service, or social networking service platform. Quality appraisal was performed using the Risk of Bias 2 (RoB 2) for randomized controlled trials. Nine articles were yielded, and the intervention effects were analyzed. Results: Internet-based education interventions during the postpartum period affect maternal self-efficacy, postpartum depression, and successive breastfeeding; however, they do not affect maternal satisfaction and parenting confidence. Conclusion: This study demonstrated that internet-based education interventions affect maternal health status in terms of psychological, emotional, and physical wellness. Therefore, maternal health care professionals can utilize remote education using the internet or mobile-based interventions during the postpartum period.

The Concept Analysis of Self-Control (자기통제의 개념 분석)

  • Eun, Young;Lee, In-Sook;Lee, Keung-Sook;Song, Keung-Ja;Choi, Eun-Ok;Shu, Soon-Rim;Yang, Young-Hee;Park, Young-Im;Gu, Mee-Ok;Kim, Sung-Jae;Kim, In-Ja;Lee, Eun-Nam;Park, Song-Ja;Lee, Dong-Suk;Lee, Eun-Ok
    • Journal of Korean Academy of Nursing
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    • v.29 no.4
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    • pp.951-962
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    • 1999
  • Today human needs for health promotion and maintenance are increasing. The nursing profession as a great responsibility to develop the knowledge for helping clients to practice good health behavior under self-control. But there are few studies about the concept of self-control, or the operational definition of self-control. The purpose of this study was to analyze and clarify the meaning of the concept of self-control. This study used Walker and Avant's process of concept analysis. Antecedents of self control consist of 1) perception of the conflict situation to change his or her behavior ; 2) perception of self as the causes of the barrier for a certain behavior ; 3) internal standard or belief such as self-efficacy and learned resourcefulness ; 4) internal motivation for change of behavior. Critical attributes of self-control were 1) goal-orientation ; 2) self-decision ; 3) time sequence ; 4) effort ; 5) possibility of being learned ; 6) individuality ; 7) social desirability. Consequences occurring as a results of self-control consist of 1) achievement of the controlled behavior whose purposes were planned ; 2) enhancement of the internal standard such as self-efficacy and learned resourcefulness ; 3) eventual elevation of physical and emotional wellness. Therefore, this concept is defined as a cognitive behavior which is attempted by his or her decision when one is confronted with the conflict situation, which is characterized by being changed by time, learned by effort and individual characteristics. One is taking such behavior with the perception of self as the causative barrier for a certain behavior, planning a specific objective for a certain behavior which demands self sacrifice, supplies the internal reward, is socially desirable with the internal standard of self-efficacy and learned resourcefulness and environmental factors.

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A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

The Psychological Relaxation Effects of College Students in Location Targeting Seonyudo Park in Autumn (가을철 선유도공원의 주제공간이 대학생들의 심리적 안정에 미치는 영향)

  • Yoon, Yong-Han;Oh, Deuk-Kyun;Kim, Jeong-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.2
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    • pp.13-22
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    • 2015
  • The study discovers mood state and enhancement effect of users by scenery of location targeting Seonyudo Park; where is widely recognized as the representative recycling environmental park as well as theme experience space and scenery admiration in Korea. Also, the influence level of park and thematic space upon wellness was researched for future park design and its base data. As a result of semantic differential(SD), the most items showed low point in positive way when people admiring the scenery in Seonyudo. Also, a subject experienced differently depending on each inside scenery element of the park. As a result of profile of mood states(POMS), a tension and anxiety points were shown in order of Urban (7.78) > Water Purification Basin(3.33) > Gardens of Water Plants(2.11) > Garden of Green Pillar(2.00) > Garden of Time (0.89). The depression points were shown in order of Urban(4.94) > Water Purification Basin(3.50) > Garden of Green Pillar(2.94) > Garden of Time(1.61) > Gardens of Water Plants(1.38). The anger and hostility points were shown in order of Urban(4.22) > Water Purification Basin(3.33) > Garden of Green Pillar(2.22) > Garden of Time(1.39) > Gardens of Water Plants(1.11). The fatigue points were shown in order of Urban(6.5) > Water Purification Basin(3.39) > Garden of Green Pillar(2.78) > Garden of Time(2.28) > Gardens of Water Plants (2.06). The vigor points were shown in order of Gardens of Water Plants(11.39) > Garden of Time(11.00) > Garden of Green Pillar(8.39) > Water Purification Basin(7.77) > Urban(5.28). Also, as a result of statistics analysis, difference value of scenery type is significant. The result of total emotional disturbance(TED) was analyzed in order of Urban(24.5) > Water Purification Basin(9.5) > Garden of Green Pillar(4.67) > Garden of Time(-1.39) > Gardens of Water Plants(-1.22).