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Vol.17, No.0, 277 ~ 287, 2007
Title
A study for a digital play content example for the dementia prevention and the effect
김기현 Kim Gi-hyun , 전승규 Jeon Seung-kyu
Abstract
A study of a book applied a brain training game of Nintendo Corporation which lasted for the third in an object at 16 class in lower than 65 years old more than Seoul city Koran ward residence 55 years old in the prime of life to analyze effect for the Canopus slightness dementia size Korea prevention through brain training and got the result as follows. First, About 1. improvement for a conscious dementia symptom to recognize through brain training game by oneself 32 items made ends meet. Because improvement of an answer item for a conscious dementia symptom made ends meet, the test person of the majority who participated in brain training game experiment appeared and, I showed a result improved in a question item since it was a question item and conscious dementia of an average of 2 whether it was conscious dementia of maximum 3. In addition, Guess it by reaction for dementia of subjective symptoms; and brain training in everyday life of the old age stratum, A memory, Concentration, Because repair powers have effect, I postpone it and can predict it.
Key Words
치매, 놀이, 치료, 두뇌 트레이닝, 디지털 콘텐츠, dementia, play, medical treatment, digital contents
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