어린이의 수술 전 불안감 완화를 위한 디지털 안정제의 사례분석
A Case Study on Digital Stabilizers for Relief of Preoperative Anxiety in Children
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이 연구는 어린이의 수술 전 불안감 완화를 위한 비 약리학적 방법들을 문헌연구를 통해 도출한 콘텐츠 요소와 특성을 중심으로 한 디지털 콘텐츠의 사례를 분석하는 것을 목적으로 한다. 연구 방법은 병원에서 3-11세의 어린이에게 불안감이 가장 큰 공간인 수술대기실에서 적용할 수 있는 VR, 게임, 애니메이션 등의 디지털 콘텐츠 사례분석이다. 이러한 디지털 콘텐츠를 활용한 비약리학적 방법들은 수술 전 어린이의 주의를 분산시켜 디지털 안정제로서 불안감을 완화시키는 역할을 한다. 국내외 병원의10개의 디지털 안정제에 대한 사례를 분석한 결과 인간의 오감이 기반인 감각적 요인, 접근성과 호기심을 바탕으로 놀이경험과 외적 상호작용을 일으키는 행위적 요인, 익숙함과 친밀감으로 내적 상호작용을 일으키는 심리적 요인으로 나타났다. 첫째, 감각적 요인은 시각, 청각, 촉각, 후각 등 오감을 통해감각적 체험을 바탕으로 나타났다. 디지털 안정제 요소의 외적자극인 감각의 자극은 감성에 호소되어어린이 환자에게 즐거움을 불러일으키고 이로 인해 불안감을 완화시키는 효과를 가져왔다. 둘째, 동물들, 나무 등과 같은 자연의 모습은 어린이에게 익숙함을 제공하여 불안감을 완화시켰다. 또한, 영화, 애니메이션으로 많이 봐오고 장난감으로 가지고 놀아 익숙한 캐릭터를 내세워 친밀감을 선사하여 불안감을 완화 시키기도 하였다. 셋째, 자기 결정권이 보장된 놀이를 할 때 자신의 정서를 편안하게 나타내어 불안감을 완화하였다. 특히 스토리텔링이 포함된 놀이 활동으로 인해 어린이는 실험, 탐구해몰입함으로써 두려웠던 대상을 새롭게 지각하여 불안감을 완화하였다.
Abstract
The purpose of this study is to analyze the cases of digital content focusing on content elements and characteristics derived from literature research on non-pharmacological methods for relieving anxiety before surgery in children. The research method is a case analysis of digital contents such as VR, games, and animations that can be applied in the operating waiting room, a space where children 3-11 years old have the greatest anxiety in a hospital. Non-pharmacological methods using these digital contents serve to relieve anxiety as a digital stabilizer by distracting children before surgery. As a result of analyzing the cases of 10 digital stabilizers in domestic and foreign hospitals, the sensory factors based on the human five senses, the behavioral factors that cause play experience, external interaction based on accessibility, curiosity, the internal interaction with familiarity and intimacy appeared to be a psychological factor. First, sensory factors appeared based on sensory experiences through five senses such as sight, hearing, touch, and smell. Sensory stimulation, an external stimulus of the digital stabilizer element, appealed to emotion, evoked joy in child patients, thereby alleviating anxiety. Second, the appearance of nature, such as animals and trees, provided children with familiarity and alleviated anxiety. In addition, characters that have been seen a lot in movies and animations gave children a sense of intimacy, alleviating anxiety. Third, when playing a game in which the right to self-determination is guaranteed, one’s emotions were expressed comfortably to alleviate anxiety. In particular, due to play activities that include storytelling, children were able to experiment, explore, and immerse themselves, thereby relieving anxiety by newly recognizing the feared object.
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