• 제목/요약/키워드: Game Therapy

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The Effects of Trunk Stabilization Training Emphasizing Transverse Abdominis Contraction on Static Balance and Game Records for Archers (배가로근 수축을 강조한 체간 안정화 훈련이 양궁선수들의 정적 균형 및 경기기록에 미치는 영향)

  • Lee, So-Young;Seo, Tae-Hwa;Jeong, Yeon-Woo
    • PNF and Movement
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    • v.17 no.2
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    • pp.283-291
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    • 2019
  • Purpose: The purpose of this study was to investigate the effects of trunk stability training on static balance and game records among archers. Methods: The subjects comprised 24 voluntary archers in middle and high school (aged 14-19 years). All the subjects received trunk stability training for an hour per day 3 days a week for 4 weeks. The Tetrax balance system was used to measure the stability index of the subjects' static balance. The subjects' game records were scored using a single FITA round system. All the subjects were measured before the intervention, 2 weeks into the intervention, and 4 weeks after the intervention, with a follow-up measurement 2 weeks later. Results: The results of this study showed that the stability index was significantly different across all the measuring positions after the intervention (p<0.05). Furthermore, the results of the measurements of the standing position with eyes open and closed were significantly different before the intervention compared to 4 weeks after the intervention (p<0.05). The archery position with the head turned to the left and eyes closed was also significantly different pre-intervention compared to 2 weeks after the start of the intervention (p<0.05). Additionally, the archery records were significantly different after the intervention (p<0.05), as well as before the intervention and 4 weeks after the intervention (p<0.05). Conclusion: Trunk stability training can improve static balance in archers. It may also be helpful in improving athletic performance and maintaining the life of the athlete. Accordingly, trunk stability training may prevent and resolve injuries through careful management when playing one-side sports.

A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury (어깨손상 환자의 자가 재활을 위한 기능성 게임 연구)

  • Kim, Ki-Hoon;Lee, Woo-Suk;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.87-100
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    • 2019
  • Serious games based on VR(Virtual Reality) and motion recognition technologies have been studied in physical therapy and have shown significant positive effects. These existing systems have focused on measuring performance for the general public rather than patients which need rehabilitation. In the paper, We propose a serious game of self-rehabilitation that measures the patient's current physical state to generate appropriate difficulty levels to aid patients with shoulder injury.

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
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    • v.21 no.4
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    • pp.101-118
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    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

Effects of Recreational Therapy on Dementia Behavior, Affection, and Activity of Daily Living of Senile People with Dementia (오락요법이 치매노인의 치매행동 및 정서와 일상생활수행능력에 미치는 영향)

  • Kim, Hee-Kyung;Choi, Eun-Sook
    • Korean Journal of Adult Nursing
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    • v.17 no.1
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    • pp.44-55
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    • 2005
  • Purpose: The purposes of this study were to examine the effects of recreational therapy (60 minutes * 3times/week * 6weeks) on dementia behavior & affection, and activity of daily living of senile people with dementia. Methods: The subjects were 27 senile people with dementia, 16 experimental group, 11 control group, admitted at K hospital in Chungnam province in quasi-experimental study. The recreational therapy program was developed, based on the recreational program for senile welfare made by athletics science research institute in Chungnam National University(1997). It consisted of rhythm game, ball play, and beanbag game. The data were collected through questionnaires from May 1st to June 10th 2003 and were analyzed using descriptive statistics, ${\chi}^2$-test, Fisher' exact test, and Man Whitney U test. Result: The dementia behavior and affection score was significantly different between the two groups (U=32.5, p=.005). The ADL score was significantly different between the two groups (U=12.0, p=.000). There were significant decrease in dementia behavior & affection, and improvement in ADL in the experimental group compared to the control group. Conclusion: Recreational therapy intervention was proved effect in decreasing dementia behavior & affection and promoting ADL of senile people with dementia. We recommended re-test in containing a communicating variable.

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A Study on the Effect of Story Content in Film Therapy (영화치료에 있어 스토리 콘텐츠의 효과 연구)

  • Cho, SangHo;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.20 no.1
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    • pp.93-100
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    • 2017
  • In our life, stories are ubiquitous. Such stories of our lives are shared during counseling and psychotherapy. Modern storytelling is not limited to image and digital media. It encompasses various media, including offline contents such as festivals and theme parks. Furthermore, it is also utilized in film therapy. Film therapy refers to all the methods that utilize films and image media in counseling and psychotherapy. This paper summarizes and analyzes film therapy that utilizes storytelling. As the result of this analysis, it was found that we could gain insight into the identity of patients and their treatment through the storytelling that utilized films.

The Effect of Game and Mandala on the Attention of School-aged Children (게임 및 만다라의 융복합적 접근이 학령기 아동의 주의 집중력에 미치는 영향)

  • Kim, Soo-Han;Kim, Ko-Un
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.525-533
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    • 2015
  • Purpose: The purpose of this study was designed to find out the effect of game and mandala convergence approach on the attention ability of the with school aged children. Method : The subjects of study were 30 children(11 male, 19 female) with school aged children who were attending in A, B community children center located in B city. The intervention was administered for 4 weeks : 3 times a weeks and 12 sessions in total. They were separated into a mandala group(n=10), game group(n=10) and control group(n=10). The experimental group was provided game and mandala program for 4 weeks. Each group examined though FAIR attention and concentration test. Result : The results of this study showed that the game and mandala program was effective to improved attention ability of the school aged children. Conclusion: This study concludes that game and mandala program had effect on the improvement of children's attention.

Game Application System Development for improving the Symmetry of the Left/Right Brain Activity (좌/우뇌 활성도 대칭 향상을 위한 게임 활용 시스템 개발연구)

  • Ahn, So-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.123-130
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    • 2015
  • In this paper, we present the research result related to a game application system which improves the symmetry of the left and right brain activity for alleviating the emotional disorders such as anxiety and depression. Since the characteristics of patients with affective disorders are less willing to therapy. obvious motivation is needed in general. To provide a strong incentive for these patients, we propose a customized game system through game-oriented content of enjoyment. After the experiments conducted for 5 days, it was found that the symmetry of left and right brain activity is enhanced. The proposed functional game system can be applied to a wide range of applications such as healthcare or education.

Study on the Effect of Film Therapy on the Frustration Affordability of College Students in Northeast China : based on film industry aesthetics in the age of IT

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.157-164
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    • 2020
  • Considering the frustration affordability level of college entrants and investigating the frustration tolerance of undergraduates in Shenyang City University, this paper provides the basis for the research of improving frustration tolerance of undergraduates through quantitative research results and applies film therapy to the frustration regulation of college students by discussing the role of film therapy in improving frustration affordability ability of college entrants. This paper has concluded that the necessary of improving the frustration tolerance of college students in Northeast China and the feasibility of the film therapy programs on improving the frustration tolerance of college students in Northeast China. Meanwhile, this paper shows that the principle of film selection in film therapy should be based on the requirements of the aesthetics of the film industry in the IT environment. This paper provides a reference for refining the target of film therapy for film therapists to better apply film and television psychotherapy technology, and a basis for the film therapy activity program; Furthermore, it also has a certain reference significance for film and television media workers.

Development and Effectiveness of Cognitive Behavior Therapy Program to reduce child gambling game behavior (아동 도박성게임 행동 감소를 위한 인지행동치료 프로그램 개발 및 효과)

  • Sun-Hee Kim;Dong-Yeol Shin
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.229-240
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    • 2024
  • The purpose of this study was to develop a program to prevent recurrence, focusing on cognitive and behavioral factors to reduce gambling game behavior in children, and to verify the effectiveness to analyze basic data necessary for prevention education. Eight children in the 4th to 6th grades of male students were selected, an experiment and control group were formed, and the effectiveness was verified only after 3 months after the experimental group was conducted once a week. First, irrational gambling beliefs, the level of gambling problems, automatic thinking for children, and the level of gambling problems were reduced through cognitive behavior therapy programs to reduce gambling game behavior in children. Changes in maladaptive thinking that directly affect gambling game behavior instilled awareness of gambling game behavior. Second, self-control and impulsiveness, the behavioral variables, did not show any significant difference, but decreased in the overall average. Changes in cognitive variables influenced behavioral variables. Third, it was found to continue even 3 months after the end of the program. Changes in cognitive and behavioral variables later reduced children's gambling game behavior and helped school life and peer relationships through adaptive thinking.

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.