• Title/Summary/Keyword: game play therapy

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Literature Review of Play Therapy Intervention for Children with ADHD (ADHD 아동에 대한 놀이치료적 중재논문 고찰)

  • Choi, Jin-Ah
    • Journal of the Korean Home Economics Association
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    • v.50 no.5
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    • pp.125-138
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    • 2012
  • The purpose of this study was to analyze the research literature on play therapy intervention for children with ADHD. Thirty-nine studies, conducted from 1995 to 2010, were analyzed. The results of the literature review are as follows: The most commonly studied subjects were elementary school children in grades 1-3. The most common subject selection method was to select ADHD tendency children. The most typical intervention setting used was a counseling center. The most frequent intervention was 11-15 sessions of group counseling. Pre-post experimental-control research designs were the most commonly used. In the analyzed studies, play therapy-game play therapy, CBPT, CCPT, sand play therapy, and theraplay- was used for ADHD children. The studies found that game play therapy and cognitive-behavior play therapy are effective for improving ADHD children's attention, impulsiveness, and self-control. The major game play therapy activities used were dart games, "Simon says" games, fishing games, dominoes, Jenga, Beat the Clock, the board game "Stop," and "Ice, break., ice, break." Based on these findings, this article presents implications and discussion for play therapy intervention for ADHD children.

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.478-482
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    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

The Effects of the Group Game Play Therapy on the Improvement of Emotional Intelligence and Self-Esteem of Institutionalized Children (집단게임놀이치료가 시설보호아동의 정서지능과 자아존중감 향상에 미치는 효과)

  • Suk, Ju-Yeung;An, Ok-Hee;Park, In-Jeon
    • Korean Journal of Human Ecology
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    • v.15 no.5
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    • pp.703-718
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    • 2006
  • This study was designed to examine the effects of the group game play therapy(GGPT) developed for enhancing emotional intelligence and self-esteem of institutionalized children. The participants were fifty-seven institutionalized children, residing in D city. Twenty-seven subjects were assigned to an experimental group in which the GGPT is practiced and thirty subjects were assigned to a control group in which a game play is practiced. Each group participated in a sixteen-session program twice a week during eight weeks. The data were analyzed by a SPSSWIN 10.0 program. ANCOVA and F-test were used to examine the effects of GGPT of the experimental group. The major results of this study were as follows. Firstly, the level of subject's emotional intelligence of the experimental group got higher than that of the control group. Secondly, the level of subject's self-esteem of the experimental group got higher than that of the control group.

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Effects of Board Game Therapy on Executive Function in Hospitalized Patients with Chronic Schizophrenia (보드게임요법이 만성 정신분열병 환자의 실행능력에 미치는 효과)

  • Jeong, An-Soon
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.18 no.1
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    • pp.40-47
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    • 2011
  • Purpose: This study investigated changes in neurocognitive function over a 2-month period of board game therapy in patients with schizophrenia. Method: Twenty-one schizophrenic patients treated with board game therapy and nineteen control schizophrenic patients were evaluated with neuropsychological and clinical tests, such as the Wisconsin Card Shorting Test (WCST). The same tests were re-administered after 2 months of board game therapy. Results: At the first series of neuropsychological tests, no difference was seen in performance, demographical aspects, or clinical severity among both patient groups. After 2 months, the group receiving board game therapy showed significant improvement of WCST performances compared to the controls. However, no difference was observed in clinical symptoms between the groups. Conclusion: The results of cognitive enhancement in patients playing board games indicates that board game play, easily used in an inpatient setting, is a promising tool for executive function improvement in chronic schizophrenic patients.

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Effectiveness of a Filial Game Play Therapy Program on Parents' Acceptance Capability and Stress in Lower Income Families (게임놀이치료를 활용한 부모-자녀 놀이치료 프로그램이 자녀에 대한 부모의 수용능력과 스트레스에 미치는 영향)

  • Kim, Jae Hawn;Boo, Jung Min
    • Korean Journal of Child Studies
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    • v.27 no.6
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    • pp.107-121
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    • 2006
  • Based on the 10 week filial therapy model developed by Landreth (1991) for parents in lower income families, this study used the pre- and post- test model applied to an experimental group of 9 individuals. The program was implemented in three hour sessions, once a week for eight weeks. T-tests were performed following the therapeutic program. Results were that all four subcategories of parent's acceptance capability (respect for children's emotion and emotional expression management, understanding of children's unique temperament, understanding of children's desire for autonomy, and unconditional love for children) showed statistically significant differences between the pre- and post- tests (p< .001). Differences between the pre- and post test on parents' stress approached significance.

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Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

The Effects of Game Play Activities on the EEG, Social Skills and the Self-control of the Children with Intellectual Disabilities in ICT era (ICT 시대에서 게임놀이활동이 학령기 지적장애아동의 뇌파와 사회적 기술, 자기 통제력에 미치는 영향)

  • Bae, Seon-Young;Cho, Hwa-Young;Choi, Sue-Hee;Oh, Myong-Hwa
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.8
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    • pp.807-816
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    • 2016
  • The purpose of this study was to investigate the effects of game play activities on EEG, social skills and self-control in the children with intellectual disabilities. Subjects with intellectual disabilties were divided by control group(n=3) and the experimental group(n=3). In a period of 6 weeks, they took game play activities for 50 minutes 2 times a week. As a result, in EEG(${\alpha}$-wave, ${\beta}$-wave), social skills and self-control before and after intervention, there were significant difference in experimental group(p<.05). And in ${\alpha}$-wave, social skills and self-control, there were significant difference in between group(p<.05). But, in ${\beta}$-wave there was no significant difference in between group(p>.05). These findings indicate that game play activities on the children with intellectual disabilities could improve EEG, social skills and self-control. Accordingly, game play activities are judged to be used for the children with intellectual disabilities to prevent problem and to intervention.

Meta-Analysis on the effect of Gameplay therapy program (게임놀이치료프로그램 효과에 대한 메타분석)

  • Lee, Ju-Hee;Park, Seong-Ok
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.33-44
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    • 2019
  • This study meta-analyzed the effect of 32 research papers on children in academic journals published with domestic degrees and gameplay Therapy programs (2004-2017). As a result, the total effect size was 0.971, a large effect size. The impact scale by variable factor of disabled children, ages 3 to 5 years by age, and the impact scale of psychological variables by dependent variable were reported, with 11 to 15 sessions per process, total number of sessions 16 times or more, session count per week, and session count 61 to 90 minutes. The biggest research is meaningful in that it is the first comprehensive and objective analysis of gameplay Therapy programs and is expected to be used as basic data in treatment design when performing gameplay Therapy programs on clinical sites.