• Title/Summary/Keyword: Game Therapy

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Comparison of Feasibility of Touch-Based Cognitive Training Games in Community Elderly and Elderly with Minor Dementia

  • Jung, Seung-Hwa;Oh, Seon-Jin;Park, Hyun-Ju;Park, Dae-Sung
    • Physical Therapy Rehabilitation Science
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    • v.11 no.2
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    • pp.154-164
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    • 2022
  • Objective: The purpose of this study is to select a cognitive training game that can evaluate five cognitive domains and to study their validity with existing cognitive evaluation tools. Design: Methods: Delphi survey was conducted through the 2nd questionnaire for 30 experts to select games suitable for training 5 cognitive domains. Five cognitive training games and Mini Mental State Examination - Korea(MMSE-K), and cognitive impairment screening test(CIST) were conducted for 82 elderly in the community. Pearson correlation analysis was performed to find out the correlation of the three tests. The ROC curve was used to calculate the selection criteria for the game results for the screening evaluation of the presence or absence of mild cognitive impairment. Results: The coefficient of variation to evaluate the stability of the Delphi survey was less than 0.50 in most game items. The 'correct answers' and 'level' of the five final selected game items showed a statistically significant positive correlation with the CIST and MMSE-K scores. CIST score and 'time' of all game items except 'number making_time' showed a statistically significant negative correlation. Conclusions: The validity of the cognitive training program using smart devices was evaluated, and the criteria for classifying the cognitive domain and distinguishing the presence or absence of cognitive impairment were confirmed.

The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People (가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과)

  • Lee, Sang-Yeol;Lee, Su-Kyung;Kim, Young-Hoon;Chae, Jung-Byung
    • PNF and Movement
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    • v.10 no.2
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    • pp.41-46
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    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

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

  • Lim, Ji-Yun;Kim, Jong-Hoon;Lee, Seul-Mi;Jang, Woo-Hyuk
    • The Journal of Korean Physical Therapy
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    • v.33 no.3
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    • pp.123-130
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    • 2021
  • 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.

Effects of Game Based Weight-Bearing Training on Lower Extremity Muscle Activation and Balance in Stroke Patients

  • Yang, Dae-jung;Park, Seung-Kyu;Kang, Jeong-Il;Kim, Je-Ho;Jeong, Dae-Keun;Choi, Jong-Uk
    • The Journal of Korean Physical Therapy
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    • v.27 no.4
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    • pp.264-269
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    • 2015
  • Purpose: The objective of this study was to determine the effects of game based weight-bearing training (GBWBT) on lower extremity muscle activation and balance in stroke patients. Methods: Thirty subjects were randomly divided into two groups: experimental group I (n=15) and control group II (n=15). Each group was provided intervention under two conditions, as follows: in the Game based weight-bearing training (group I), 30 minutes per day, five times per week, with physical therapy for 30 minutes, and in the functional weight-bearing training (group II), 30 minutes per day, five times per week, with physical therapy for 30 minutes The training program was conducted for a period of eight weeks. Subjects were measured on lower extremity muscle (rectus femoris, biceps femoris, tibialis anterior, gastrocnemius) by electromyography and balance by Biorescue. ANCOVA was performed for comparison of lower extremity muscle activation and balance between different intervention methods. All patients were evaluated at baseline and at the end of the treatment protocol. Statistical significance was tested between the patients before and after treatment by t-test. Results: Significant difference in lower extremity muscle activation was observed in experimental group I compared with control group II (p<0.05). Significant difference in balance was observed in experimental group I compared with control group II (p<0.001). Conclusion: Findings of this study suggest that game based weight-bearing training may have a beneficial effect on improvement of lower extremity muscle activation and balance in stroke patients.

Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

Rehabilitation and Serious Games (재활치료와 기능성게임)

  • Kim, Hwangyong
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.69-73
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    • 2014
  • We pursue pleasure through game but also possibly get positive effects. The serious game is a game that achieves a certain goal by using the positive effects of games. This paper describes the serious game and rehabilitation. Also, it describes the types of medical serious games and actual development condition of serious games for rehabilitation, and suggest ways to inspire utilization of the serious games for rehabilitation.

The Effect of Computer Game and Stretching on Muscle Tone and Concentration (컴퓨터 게임과 스트레칭이 근 긴장도 및 집중력에 미치는 영향)

  • Ko, Min-Gyun;Song, Chang-Ho;Lee, Byung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.225-233
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    • 2019
  • The study was to find out the effects of computer game and stretching on muscle tone and concentration. The subjects were 30 adults, who were divided into 15 stretching group and 15 control group after applying computer game for 120 minutes. The subjects measured muscle tone and concentration before experiment, the same measurements were made before and after applying the stretching. The muscle tone was respectively measured after 60 minutes and 120 minutes of computer game. The results showed that muscle tone increased significantly after 60 minutes and 120 minutes of computer game, and significantly decreased in the stretching intervention group. Concentration increased significantly after computer game, but there was no significant difference after application of stretching. In this study, computer game increased muscle tone and concentration, and stretching decreased increased muscle tone. Therefore, proper stretching after computer games will reduce musculoskeletal diseases caused by increased muscle tone, and development of appropriate game contents will be an effective tool for concentration training.

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.478-482
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    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

The Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.509-516
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    • 2022
  • Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.

Analysis of Korea Woman Filed Hockey Players' Sports Injuries during the game (To KT Cup international hockey game) (여자 국가대표 하키선수들의 시합 기간 중 스포츠 손상에 대한 분석 (KT컵 국제 하키대회 중심으로))

  • Han Sang Wan;Lee Myoung Hwa;Kim Jung Hyun;Cho Hyun Jung;Hong Sung Lim;Lim seung Kil
    • The Journal of Korean Physical Therapy
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    • v.15 no.3
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    • pp.414-418
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    • 2003
  • The purpose of this study is to investigate the sports injuries of korea women hockey players before and during the international KT Cup game This study was done by survey questions about injuries of 20 players. The results were as follows: 1. Before game types of injuries are muscular strain ($51\%$), ligament injury ($25\%$), contusion ($8\%$), fracture ($8\%$), abrasion ($8\%$). But the types during game appeared as contusion ($50\%$), ligament injury ($33.3\%$), muscular strain ($16.7\%$). 2. Before game regions of injuries are lower limbs ($45.5\%$), back/torso ($36.4\%$), upper limbs ($18.2\%$). But the regions during game appeared as upper limbs ($71.4\%$), lower limbs ($28.6\%$). 3. During the game, the injuries were caused by ball ($66\%$), collision ($17\%$), that fall ($17\%$). These results indicate the importance that players need enough stretching before they start exercise. Also, in order to protect their upper limbs, players must wear gloves before games

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