노인에서의 치매 관련 기능성 게임에 대한 요구도 조사
A Study of Needs on Serious Game for Dementia in the Elderly
0
조회
0
다운로드
3
인용
0
참고문헌
키워드
초록
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.
Abstract
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.
참고문헌 (13)
- "Yearbook of Health and Welfare Statistics", Korea Ministry of Health and Welfare Statistics, ~ (2008)
- WHO, "2004 World population data sheet of the population reference bureau", WHO, ~ (2004)
- Park MH, "Awareness of putative risk factors for Alzheimer’s disease among elderly Koreans", Acta Neuropsychiatr, 20, pp.20~24 (2008)
- "Nationwide study on the prevalence of dementia in Korean elders" (2008), Seoul National University Hospital
- Bae JH, "A study on requirements and core elements funtion game", J Korean Indust Inform Sys Soc, 11, pp.28~36 (2006)
- Smith TE, "Mildly handicapped children and adults" (1986), West Publishing Company
- Han DH, "A study of the elderly attitude toward senile dementia", J Korea Geront Soc, 14, pp.69~83 (1994)
- Kim YR, "Public attitude toward the dotage", J Korean Neuropsychiatr Ass, 34 (1995)
- Kim JY, "A study on the types of attitude toward senile dementia" (2010), Dementia Neurocog Disord
- Park, Seung Bae, "The Moderating Effect of Personal Innovativeness on Online Game Acceptance, Using The Hedonic Information System", 한국마케팅저널, 2(2), pp.1~10 (2008), 한국마케팅학회
- Agarwal R, "Time files when you’re having fun: cognitive absorption and beliefs about information technology usage", MIS Quarterly, 24, pp.665~694 (2000)
- 이윤정, "노인용 기능성 게임개발을 위한 중노년층의 수요분석", 한국콘텐츠학회 논문지, 9(10), pp.75~101 (2009), 한국콘텐츠학회
- "2008 Korea Internet White Paper" (2008), National Internet Development Agency of Korea
