• Title/Summary/Keyword: Games for Elderly

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Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

The Analysis of Living Environment of the Elderly Households in Chungbuk Province and Suggestions from the Perspective for the Well-being of the Elderly -Focused on Social Relationship and Housework Implementing- (노인복지 측면에서 본 충청북도지역 노인단독가구의 생활환경 분석 및 개선 방안 - 사회적 관계 및 가사노동실태를 중심으로-)

  • 조영희
    • Journal of Families and Better Life
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    • v.15 no.1
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    • pp.173-190
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    • 1997
  • The purpose of this study is to investigate social relationship and housework implementing of the elderly households in Chungbuk and to provide suggestion s from the perspective for the well-being of the elderly. The data of this study are collected through questionaire and the data of 244 respodents are analyzed using Frequency Contingency analysis one-way ANOVA. The results are as follows: firstly most elderly tend to have a close relationship with their neighbors in their houses. The activity of social relationship is routine behavior and the satisfaction of social relationship with their neighbors is high, The older the age the lower the education level and the poorer in physical health the more frequently they meet their neighbors and friends the more frequently they go to establishments for elderly and tend to play games such as a flower cards game. Secondly the average time implementing housework by elderly women is about 3.63 hours. The attitude toward housework is a l ttle negative. The average housework eqipments owned by them are 4.8 The older the poorer in physical health the lower level of owning housework equipments the shorter is the time implementing housework and the more negative is the attitude toward housework.

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Strategies for Activating Serious Games to Prevent Dementia in Elderly : Focusing on the Friendliness of the Elderly

  • So Im PARK;Hye-Min KIL
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.37-46
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    • 2023
  • Purpose: The purpose of this study is to analyze the elderly friendliness of the serious game for dementia prevention and to seek out the influence factors for enhance the friendliness. Research design, data and methodology: It measured the elderly friendliness of the serious game for dementia prevention, run with multi-touchscreens, for 300 elderly people using the Seoul-based General Social welfare centers located at Seoul, and participants evaluated the elder-friendliness of the serious game, by responding to a questionnaire survey. In addition, it analyzed the influence relationship between the elderly friendliness (EF) and the influence factors of the serious game, by setting the factors as the game level (GL), the demand of expectations for demand (DoE) and the prevention & usefulness of cognitive decline (PUCD). Results: the findings show that most of participants positively evaluated the EF of the serious game, regardless of their socio-demographic characteristics. Moreover, it can be found that the more the 'GL DoE and PUCD', the more the 'EF'. The EF was most strongly affected by DoE, followed by PUCD, and then GL Developing and running the serious game by actively reflecting such factors may be one of ways for enhancing the participation in the serious game for dementia prevention and facilitating the sustainable use of it.

Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.87-94
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    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

A Study of the Elderly's Needs for the Development of Elder Care Programs in Rural Communities (마을공동체 중심의 노-노(老-老) 돌봄 개발과 활용을 위한 농촌노인의 욕구 조사)

  • Park, Jeong-Yun;Park, Gong-Ju;Yoon, Soon-Duck;Chae, Hye-Seon;Han, Eun-Joo
    • The Korean Journal of Community Living Science
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    • v.18 no.1
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    • pp.3-20
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    • 2007
  • The purpose of this study was diagnosed to grasp the needs for the elderly-elderly care activity in rural areas. The research was conducted in questions and case studies in 7 farming villages. The major findings of this study as follows: First, the senior citizens in rural areas were not in good health, and the illnesses were revealed to be arthritis, high blood pressure, and diabetes. At the occurrence of an illness, they complained about the discomfort in doing daily life routines and expected eir spouses or offsprings to te care of them. Elders in the rural community responded that they had difficulty and financial problems in family maintenance. Leisure activities included watching TV, playing card/board games, or spending time without any specific activities. Second, recipients of elderly-elderly care expected to receive services from a woman in her 50s $1{\sim}2$ hours, once to twice a week. Third, the service providers wanted to be elderly-elderly care takers, hoping to work once a week for $2{\sim}3$ hours. They wanted the education for the elderly-elderly care to be once a week for 3 hours, with understanding the elderly, consultation, preventing senile dementia, and health as the contents.

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An Analysis for Success Factors of Social Network Game Towards Farmville Game (소셜네트워크게임의 성공요소분석 : 팜빌 게임을 중심으로)

  • Kim, Jong-Chan;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.11
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    • pp.2586-2592
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    • 2010
  • Currently social network games with an emphasis on the relationship between the friends, especially women users and the elderly users of over forties, have contributed to the expansion of game market attracting large audiences. Though recent interest in social network games and the explosive propagation of social network game into game industry, scholarly research for social network game is insufficient. The objective of the study is to explore the success factors for successful social network games through the depth interview with game experts. We suggest the guidelines for development of social network game. Commercial success of social network games and the number of users with the best game, farmville, were investigated for understanding key success factors in social network game field. As a result, social interaction, simple interface, asynchronous method, instrumental rationality factors have been identified. This result of the study will expect the guideline in order to develop a successful social network games.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.