• Title/Summary/Keyword: Games for Elderly

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A study on the types of attitude toward senile dementia (노인성 치매에 대한 태도 유형 연구)

  • Kim, Jee-Yeon;Jung, Jae-Bum;Park, Moon-Ho;Park, Kun-Woo;Choi, Moon-Gee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3700-3706
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    • 2010
  • As the number of the elderly increases, concerns about senile dementia and serious game for dementia are growing. The purpose of this study is to explore the types of attitude toward senile dementia. To identify public attitudes toward senile dementia, we conducted Q methodology. A Q set of potential public attitudes toward senile dementia was identified through literature review. From this, 52 potential public attitudes toward senile dementia were identified. Twenty subjects ranked these explanations as possible public attitudes. The attitudes toward senile dementia were classified as 4 types : 'type1 : idealistic & expectant', 'type 2 : aversive & defensive', 'type 3 : active & realistic', and 'type 4 : responsible & compensatory'. This study revealed that people have different explanatory frameworks for the attitude toward senile dementia.

Effects of Computer/Internet Game Play on Depression and Life Satisfaction among the Elderly: Mediating Effects of Perceived Self-Control (컴퓨터/인터넷 게임 활동이 노인의 우울과 생활만족도에 미치는 영향: 자아통제감의 매개효과를 중심으로)

  • Ahn, Joon-Hee;Lim, Kyung-Choon;Lee, Yoon-Jung;Kim, Kyung-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.406-417
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    • 2011
  • The purpose of this paper is to examine the effects of computer/internet game play on depression and life satisfaction via perceived self-control among older adults in Korea. Data were collected from a survey of 237 community-dwelling older adults (age${\geq}$65) who reported internet users. A path analysis was used to examine the causal relationship among the main constructs. Results showed that the computer/internet game play had positive effects on perceived self-control. Perceived self-control was found to decrease depression and improve life satisfaction among older adults. Additional analysis indicated that the computer/internet game play in older adults did not directly affect mental health (depression and life satisfaction) but indirectly affected it via perceived self-control. Furthermore, perceived self-control had greater effects on depression than on life satisfaction. These findings have crucial implications in that perceived sense of self-control needs to be seriously considered when we develop mental health games for older adults.

Differences in Longevity Factors amongst Korean Centenarians, Octogenarians, and Sexagenarians (한국 백세인, 팔순인, 환갑인의 장수요인의 차이)

  • Kim, Jong-In
    • Korean Journal of Health Education and Promotion
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    • v.24 no.5
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    • pp.55-68
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    • 2007
  • The purpose of this study was to investigate differences in longevity factors for 3 age groups: centenarians, octogenarians, and sexagenarians. There were 389 elderly Korean subjects who participated in this study. This included 109 centenarians who participated in the 1-wave study that examined the longevity factors using the health behaviors and psychological reactions. The study that examined the longevity factors by using odds ratio of the logistic regression analysis. The major findings indicate that female centenarians and octogenarians scored the highest in abstinence from alcoholic drinking than males from these same 2 age groups (OR=9.04, CI=4.04, 20.24). Centenarians scored higher in non-visiting hospitals (OR=11.48, CI=5.56, 23.70) and showed little emotion when watching sad scenes, upon comparison with the younger 2 age groups. Also, centenarians scored higher in laughter (OR=11.59, CI=5.04, 26.63), showing no anxiety (OR=12.49, CI=6.42, 24.32), and displaying indifference towards games, when compared with the younger 2 age groups. The findings imply that Korean centenarian leads to a life of longevity is the result not only of psychological reactions but also of health behaviors. Also, these results support future studies of improvement of longevity factors.