• 제목/요약/키워드: Game Therapy

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The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
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    • 제29권4호
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    • pp.1261-1275
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    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

Research of Education Program for Autistic Children the Clay (흙 놀이를 통한 유아자폐증치료과정 연구)

  • Kim, Sung-Min
    • The Journal of the Korea Contents Association
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    • 제9권3호
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    • pp.91-98
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    • 2009
  • The structure of modern society are complex, fast, overflowing of individualism and losing of independence through the standardization of human relationship. The frequency increased that children watch television and play computer game alone through this structure. Also, the mental disorder like as autism tend to be increase for childhood because, parents overprotect, unmethodical bringing up children, emotional disturbance and effect of genetic. Therefore, research and case study of art therapy publish that illustrates a tendency of developing and growing. On the base of this situation art therapy realize more important than before and gain power. Therefore, this research consider that clay therapy effect for autistic just children and investigate function of catharsis through the case study. Also, make study that social rappot and function of catharsis develop for children who has autism. The suggest effect of synergy which come from clay therapy(education of ceramic) and development of education program.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • 제24권1호
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

The Effects of Dual Task Performance on Balance and Muscle Activity in Adults with Ankle Instability with Smartphones (스마트폰을 이용한 이중과제 수행이 발목 불안정성을 가진 성인의 균형과 근 활성도에 미치는 영향)

  • Min-Kyu Kim;Hoe-Song Yang;Young-Dae Yoo;Hyo-Jeong Kang;Chan-Joo Jeong
    • Journal of The Korean Society of Integrative Medicine
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    • 제11권1호
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    • pp.21-29
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    • 2023
  • Purpose : Using a smartphone while walking districts attention and increases the risk of losing balance or falling. Ankle instability is caused by decreased muscle strength and decreased neuromuscular ability leading to postural control problems. Dual tasks increases the risk of falls by reducing postural control in adults with ankle instability. This study aimed to investigate the effect of performing a dual task on balance and muscle activity in adults with ankle instability using a smartphone. Methods : Forty-nine individuals with ankle instability participated in this study. A game of finding the wrong picture was performed using a smartphone in the dual task, and only looking at the blank screen of a smartphone was evaluated in the single task. The participants randomly performed single and dual task to evalutate balance and muscle atcitivy. Balance was evaluated using the Biodex balance system (BBS), and muscle activity was evaluated using surface EMG. Muscle activity of the gastrocnemius and tibialis anterior was measured at the same time as balance. Results : The results of this study showed that overall, anteior/posterior, and medial/lateral balance indices all showed significant differences when performing the dual task compared with those during the single task (p<.05). The muscle activity results showed a significant difference compared with that of the gastronemius muscle on the nondominant side during the dual task (p>.05). Conclusion : The results of this study showed that maintaining balance is more difficult when performing the dual task than during the single task, and only the muscle activity of the nondominant gastrocnemius muscle decreased. The dual task causes a decrease in concentration for postural control, which negatively affects postural stability. Individuals with ankle ankle instability should refrain from performing dual tasks, such as using smartphones, to prevent ankle damage.

Computer Games and Social Welfare of Modern Society (컴퓨터게임과 현대사회의 사회복지)

  • Kim, Hwangyong
    • Journal of Digital Convergence
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    • 제12권5호
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    • pp.39-44
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    • 2014
  • Various phenomenons which were not existed before came into being and related problems are increasing as the society became more complex in these days. The social welfare should consider more diversified aspects in this complicated society. We are already living in the information society that can not survive without computers and the internet, and living in the personalized society with the progression of 1 person households. Therefore modern society needs social welfare realization methods which are reflecting the progression of 1 person households and characteristics of the information society. It is different with the previous social welfare formats and it would become an efficient social welfare realization method. How computer games can contribute to social welfare of the modern society is described in this paper.

Study of the Art Healing Potential of Coloring and Drawing in Video Games for Mental Health

  • Guo Putian;Sunghoon Cho;Zhou Jiani
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.182-193
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    • 2024
  • Academia and psychiatric practice have increasingly begun to recognize the positive relationship between art and mental health well-being. Coloring and drawing, in specific, are being highlighted as being particularly effective in improving mental wellness. Video games, despite having a negative reputation for promoting antisocial behavior and violence, are now being recognized as positive for mental health as they provide relaxation benefits that help users find inner tranquility. The following study experimented on the impact of video games that incorporate coloring and drawing games on improving mental health using 3 criteria: creative and artistic freedom; interactivity; and sense of immersion. The experiment focused on 1 coloring game (Chicory: A Colorful Tale) and 1 drawing game (Draw a Stickman: EPIC). The experiment found that coloring (Chicory) reduces loneliness, stress, anxiety, and softens the heart, while drawing (Stickman) increases focus, emotional control, adds excitement to life, and improves innovations. Further research into the specific benefits and challenges associated with this emerging form of digital art therapy is however recommended.

Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • 제19권6호
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

Development of a Knee Exoskeleton for Rehabilitation Based EMG and IMU Sensor Feedback (단계별 무릎 재활을 위한 근전도 및 관성센서 피드백 기반 외골격 시스템 개발)

  • Kim, Jong Un;Kim, Ga Eul;Ji, Yeong Beom;Lee, A Ram;Lee, Hyun Ju;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • 제40권6호
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    • pp.223-229
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    • 2019
  • The number of knee-related disease patients and knee joint surgeries is steadily increasing every year, and for knee rehabilitation training for these knee joint patients, it is necessary to strengthen the muscle of vastus medialis and quadriceps femoris. However, because of the cost and time-consuming difficulties of receiving regular hospital treatment in the course of knee rehabilitation, we developed knee exoskeleton using rapid prototype for knee rehabilitation with feedback from the electromyogram (EMG) and inertia motion unit (IMU) sensor. The modules was built on the basis of EMG and an IMU sensor applied complementary filter, measuring muscle activity in the vastus medialis and the range of joint operation of the knee, and then performing the game based on this measurement. The IMU sensor performed up to 97.2% accuracy in experiments with ten subjects. The functional game contents consisted of an exergaming platform based on EMG and IMU for the real-time monitoring and performance assessment of personalized isometric and isotonic exercises. This study combined EMG and IMU-based functional game with knee rehabilitation training to enable voluntary rehabilitation training by providing immediate feedback to patients through biometric information, thereby enhancing muscle strength efficiency of rehabilitation.

Combined Study of Individual Board Game Program on Cognitive Function and Depression in Elderly People with Mild Cognitive Impairment (경도인지장애 고령자의 인지기능 및 우울 수준에 대한 가정방문 개별 보드게임 프로그램의 융복합 연구)

  • Kim, Han-na;Song, Bo-Kyoung
    • Journal of the Korea Convergence Society
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    • 제10권9호
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    • pp.85-90
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    • 2019
  • The purpose of this study was to investigate the effects of individual board game program (IBGP) on cognitive function and depression level in 7 elderly people with mild cognitive impairment(MCI). We used the mini-mental state examination korean version (MMSE-K), montreal cognitive assessment korean version (MoCA-K), and korean form of geriatric depression scale(KGDS). The results showed significant differences in MMSE-K before, after, and follow-up(p<0.05), and there were differences of orientation for time, place, and object and attention in before, after, and follow-up(p<0.05). MoCA-K showed differences in before, after, and follow-up assessments(p<0.01), and showed differences in visual construction skill, orientation, and short-term memory(p<0.05). Finally, there was a difference in depression level before, after, and follow-up of KGDS(p<0.01). Therefore, IBGP for the elderly can help improve the cognitive function, and based on this, it is expected that an advanced IBGP will be applied to improve orientation for time and place in the elderly.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • Physical Therapy Korea
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    • 제23권4호
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    • pp.16-26
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    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.