Original Article | |||||
Dementia and Neurocognitive Disorders 2010: 9: 3: 82-87 | |||||
노인에서의 치매 관련 기능성 게임에 대한 요구도 조사 | |||||
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김지연·정재범*·박문호†·박건우†·최문기‡ | |||||
(주)엔텔리전트 게임즈 고려대학교 정보창의교육연구소* 고려대학교 의과대학 신경과학교실† 고려대학교 교양교육실‡ |
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A Study of Needs on Serious Game for Dementia in the Elderly | |||||
Jee Yeon Kim, Ph.D., Jae Bum Jung, Ph.D.*, Moon Ho Park, M.D.†, Kun-Woo Park, M.D.†, Moon-Gee Choi, Ph.D.‡ | |||||
Ntelligent Games Inc., Seoul; Creative Informatics & Computing Institute*, Korea University, Seoul; Department of Neurology†, Korea University Medical College, Seoul; Academy of General Education‡, Korea University, Seoul, Korea |
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Background: The characteristics and needs of potential users of the serious game for dementia have been poorly estimated. Methods: A total of 247 subjects (68.28±11.19 yr) were classified by attitude toward senile dementia. They responded to the questionnaire on the acceptance of the serious game and the needs for contents of the serious game. Results: The average rating of the acceptance of the serious game was 72.20. Among the types of attitudes, ‘active & realistic (type 3)’ scored the highest (77.60), ‘idealistic & expectant (type 1)’ scored 71.80, and ‘aversive & defensive (type 2)’ scored the lowest (66.80) on the acceptance. In the case of the contents of the serious game, type 3 & type 1 scored higher ratings for the needs regarding all of 12 contents of the serious game. Among the 12 contents, type 3 showed the highest needs for the contents of cognitive functions, while type 1 showed the highest needs for the contents of emotion. Conclusions: These results suggest that potential users of the serious game for dementia are likely to be type 1 or type 3, and the contents and functions for the two types of potential users should be different. | |||||
Key Words: Dementia, Serious game, Acceptance, Needs | |||||