Snoezelen治疗对游戏成瘾大学生压力、焦虑、抑郁及生活质量的影响

Ji-Yun Lim, Jong-hoon Kim, Seul-Mi Lee, Woo-Hyuk Jang
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引用次数: 1

摘要

目的:虽然Snoezelen方法存在,但目前还没有研究其对游戏成瘾影响的案例。因此,本研究旨在探讨Snoezelen疗法对过度使用电脑游戏或手机游戏的大学生的压力、抑郁、焦虑和生活质量的影响。方法:选取在选择问卷中回答玩电脑或手机游戏时间超过30小时的学生8名(共224名)。学生被随机分配到研究组(4名学生)和对照组(4名学生)。对压力(韩文压力感知量表,K-PSS)、抑郁(韩文抑郁障碍筛查工具,K-DEP)、焦虑(韩文贝克焦虑量表,K-BAI)和生活质量(简表健康调查第二版[SF-36])进行三次评估(干预前[前]、干预后3周[后1]、干预后6周[后2])。结果:第一,研究组(-4.75±3.86)与对照组(1.00±2.71)在K-DEP前测与6周(后2周)测评分变化分析中差异有统计学意义(p<0.05)。干预前测和干预3周后测K-BAI,研究组(-2.50±1.91)与对照组(2.25±2.99)差异有统计学意义(p<0.05)。研究组(-3.00±1.51)与对照组(4.75±6.24)的前测和6周(后2周)测差异有统计学意义(p<0.05)。结论:本研究证实了Snoezelen疗法可作为一种有效的治疗方法,诱导大学生对游戏的压力、抑郁、焦虑和生活质量产生有效的反应
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction
Korea Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game
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