• Title/Summary/Keyword: Health Games

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Factors Affecting the Depressive Mood Experience of Adults in Their 20s: Using Community Health Survey Data for 2017 (20대 성인의 우울감 경험에 영향을 미치는 요인: 2017 지역사회건강조사 자료 활용)

  • Kim, Kyung Sook
    • Health Policy and Management
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    • v.30 no.2
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    • pp.221-230
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    • 2020
  • Background: The purpose of this study is to identify the factors affecting the depressive mood experience of adults in their 20s. Methods: This study is a descriptive survey that conducted a secondary analysis using data from the 2017 Community Health Survey, which is conducted annually in Korea. The study targets 21,324 adults in their 20s. Data analysis was conducted after creating a composite sample plan file that reflected layering variables, colony variables, and weights. Results: Factors affecting the depressive mood experience were suicide thought experience, subjective stress level, gender, monthly household income, smoking status, subjective health level, breakfast status, participation in social activities, and whether the Internet, games, and smartphone interfered with daily life (p<0.05). Conclusion: It is necessary to establish and realize a system that enables early detection and support of depression and suicide high-risk groups at the individual, home, community, and national levels.

Analysis of Major Factors Related to Smartphone Addiction According to Gender Differences in Health College Students (보건계열 대학생들의 성별 차이에 따른 스마트폰 중독 관련 주요 요인 분석)

  • Choo, Yeon-Ki;Bae, Won-Sik;Kim, Hae-In
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.2
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    • pp.135-143
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    • 2022
  • Purpose : This study was to compare and analyze major factors related to smartphone addiction according to the gender of health-related college students. Methods : 720 people who voluntarily participated and agreed to fill out the questionnaire were randomly sampled. Smartphone addiction was measured using the Smartphone Addiction Scale Short Version (SAS-SV), sleep quality was measured using the Pittsburgh Sleep Quality Index (PSQI), anxiety symptoms were measured using the self-assessment anxiety scale (SAS), and depression symptoms were measured using the self-assessment depression scale (SDS). In addition, the age of each individual and the main function of smartphone use were also investigated. Results : The prevalence of smartphone addiction was higher among female students than male students (p<.05), while male students mainly played games and female students mainly used multimedia (video/music) viewing and social networking services (p<.05). In addition, male students showed a high association with smartphone addiction in the group where games were the main function of smartphone use, the group with low sleep quality, and the group with anxiety symptoms (p<.05), but for female students, multimedia (video/music) Or, the group in which social networking service is the main function of smartphone use, the group with low sleep quality, and the group with symptoms of anxiety and depression showed a high correlation with smartphone addiction (p<.05). Conclusion : It is expected that the results of this study will be used as basic data for providing customized solutions considering the characteristics of smartphone addicts.

Statistcal Analysis of Sports Injury (스포츠 손상의 통계적 분석)

  • Hong, Seong-Ryul
    • 물리치료
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    • s.34
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    • pp.2-8
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    • 1985
  • STATISTCAL ANALYSIS OF SPORTS INJURY Seong-Ryul Hong R.P.T. Seoul School Health Center Hospital Upon comings of 1986 Asian Games and 1988 Olympiad in Seoul , Korean people have more enthusiasm for sports than any other time .It's very desirable that student athletes are doing thier best to train skills and to improve records for the coming 2 international sports events .I concluded as followings from the statistical analysis of 159 student athletes about sports injury who had been received Physiotherapy in School Health Center Hospital in Seoul from Jan.8 1982 to Dec,4 1984Track & field is the most common team among school sports team in Seoul.47 Students(30%) were injuried during football game, Career of sports injury: 88 students(55.3 %) were injured for the first time .Location of injury: More than 30% in both sexs were injuried in the Lumbar Frequency in injury in lower limb is higher than that of upper . Frequency of injury in upper right limb and lower left limb are higher than of counterparts6. Diagnosis: 32% of students were diagnosed as lumbago. Treatment period: 42.7% of students were healed within a week and 76.8% within 2 weeks

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Perceived Emotional Labor of Clinical Nurse from the Persons Concerned (임상간호사가 지각하는 업무 관련자와의 감정노동)

  • Back, Ji-hyun;Kim, Myung Hee;Kim, Sungmin
    • Korean Journal of Occupational Health Nursing
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    • v.25 no.3
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    • pp.148-155
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    • 2016
  • Purpose: This study aimed to understand the degree of clinical nurses' emotional labor that they perceive in the relationships with people related to their work. Methods: This study was a descriptive research, and its subjects were 167 nurses in five university hospitals located in B and Y city. The degree of emotional labor was measured with Visual Analogue Scale (VAS). Data were collected from April to May in 2015, and analyzed by descriptive statistics, t-test, ANOVA, $Scheff{\acute{e}}$ and Games-Howell examination. Results: The score of the emotional labor of health care providers and visitors were higher than non-health care providers. Among health care providers, doctors had the highest emotional scores, and fellow nurse and nurses other departments were followed after that. Among visitors in hospital, patients and their family had the higher emotional labor scores than care givers. There was statistically significant difference in the emotional labor, according to the subjects' educational level, age, wages, job position, and working departments. Conclusion: Clinical nurses perceived emotional labor not only from the interaction with patients, but also from the interaction with the various other persons concerned such as health care providers, non-health care providers and visitors.

Relighting of Environmental Sanitation Problems for the 24th Seoul Olympics ('88서울올림픽 개최와 환경위생문제의 재조명)

  • Cho Yun-Syng
    • Journal of environmental and Sanitary engineering
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    • v.3 no.2 s.5
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    • pp.1-7
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    • 1988
  • The paper deals with the problems of environmental sanitation, especially in transportation, hotels, restaurants and public gathering places which are desirable to be improved for the 24th Seoul Olympic Games 1988. Suggestions are made for better attitudes and practices for the employees and citizens to maintain the higher standards of cleanliness of personal, premises and the environment.

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The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

A Study on Convergence Development Direction of Gesture Recognition Game (동작 인식 게임의 융합 발전 방향)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.1-7
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    • 2014
  • Gesture recognition provides the ease and immediacy to users in the processing technique for recognizing the gesture. Because of these benefits, gesture recognition technology has been applied and fused in many areas, such as the military, health care, education. In particular, the gesture recognition in game field since it can provide users to play games similar to the actual gesture, it being fused with many areas such as medical, military, and education. This paper is to discuss the future convergence direction of motion recognition games based on this background. In this paper, it looks at technology status and the game of gesture recognition, describe the problem and improvement of gesture recognition game. This paper can help improving the competitiveness of domestic convergence on gesture recognition game.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

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.

Changes in eating habits and lifestyle during COVID-19 curfew in children in Saudi Arabia

  • Hanbazaza, Mahitab;Wazzan, Huda
    • Nutrition Research and Practice
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    • v.15 no.sup1
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    • pp.41-52
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    • 2021
  • BACKGROUND/OBJECTIVES: Curfew due to the coronavirus disease 2019 (COVID-19) pandemic could influence health behaviors in people, especially in children, who can easily acquire unhealthy eating habits. This study aimed to investigate the effect of COVID-19 on weight, health behaviors including eating habits, physical activity, and sedentary behavior in children aged 6-15 years in Saudi Arabia. SUBJECTS/METHODS: We conducted a cross-sectional online survey that included 280 children aged 6-15 years in Saudi Arabia during the COVID-19 curfew. The survey included questions on sociodemographic characteristics, anthropometric measures, and health behaviors including eating habits, physical activity, and sedentary behavior. RESULTS: We observed a significant difference in the body mass index before and after the COVID-19 pandemic (P < 0.001). Children significantly tended to skip breakfast, along with a decreased intake of dairy products and fast food (P < 0.001). Moreover, children were less physically active and significantly tended to be involved in leisure screen-based activities, including watching TV and use of computer/games (P < 0.001). CONCLUSIONS: This study provides evidence for the negative influences of the COVID-19 curfew on health behaviors, including eating habits, physical activity, and sedentary behavior in children in Saudi Arabia.