치매 환자에게 적용한 보드게임 효과에 대한 체계적 고찰
Effect of Board Games on Patients with Dementia: A Systematic Review
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목적 : 본 연구는 치매 환자에게 적용한 보드게임의 효과에 대해서 체계적으로 분석하고 이를 임상에서 적용하기에 적절한 근거를 찾을 수 있는지 알아보고자 한다. 연구방법 : 2013년 1월부터 2023년 12월까지 RISS, 국회도서관, KISS, Pubmed, Google Scholar, Science Direct에서 11년간의 문헌을 검색하였다. 주요 검색용어로 ‘치매’, ‘게임’, ‘보드게임’, ‘dementia’, ‘game’, ‘board game’, ‘Occupational Therapy’를 사용하였다. PRISMA의 Flowchart 4단계를 거쳐 총 8편의 문헌을 분석 대상으로 선정하였다. 결과 : 선정된 총 8편의 문헌에서 질적수준은 Level III의 비율이 가장 높았다. 그 외는 Level I의 비율이 높았다. 사용된 평가도구는 간이 정신상태 검사(Mini Mental State Examination, MMSE)를 가장 많이 사용했으나 통일된 버전이 아닌 다양한 버전의 도구를 사용하였고, 그 외 몬트리올 인지평가(Montreal Cognitive Assessment, MoCA), 전반적 퇴화척도(Geriatric Depression Scale, GDS) 등을 사용하였다. 치매 환자에게 보드게임을 사용한 중재는 4편의 문헌에서 인지 수준 향상에 유의미한 효과를 보였다. 그 외 우울, 자아존중감, 사회 참여, 주의력, 작업 기억, 치매 위험도, 부분에서도 유의미한 효과를보였다. 결론 : 본 연구에서 치매 환자에게 보드게임을 사용한 중재가 미치는 영향에 대해 체계적으로 고찰하여 중재의 결과를 확인하였다. 이를 통해 임상에서 중재로서 적용하기에 적절한 근거를 마련하였다는 점에서 의의가 있다. 따라서 임상에서의 중재에서 치료사들이 치료도구로써 사용하는데에 근거를 마련하였으며 추후 연구의 기반을 마련하였다.
Abstract
Objective : This study aimed to systematically analyze the effects of board games on patients with dementia and assess evidence for clinical applications. Methods : An 11-year literature search was conducted between January 2013 and December 2023 using the RISS, National Assembly Library, KISS, PubMed, Google Scholar, and Science Direct databases. We focused on terms, such as “dementia,” “games,” “board games,” and “occupational therapy.” Eight documents were selected for analysis using the four stages of the PRISAM flowchart. Results : Among the eight articles, the highest quality was level III, whereas others were at level I. The most commonly used evaluation tool was the MMSE, while others, such as the MoCA and GDS, were used. In four studies, board game interventions significantly improved cognitive levels and positively affected depression, self-esteem, social participation, task switching, working memory, and dementia risk. Conclusion : The effects of board games on patients with dementia were systematically reviewed, and the intervention results were confirmed. Therefore, this study is significant because it has prepared an appropriate basis for application as an intervention in clinical practice. This study provided a basis for board games as a therapeutic tool in clinical interventions and lays the groundwork for further research.
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