玩 Kioku 可减轻老年人的孤独感:一项试点研究

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak
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引用次数: 0

摘要

导言一起玩游戏可以增加社会联系,也可以减少孤独感。有关棋类游戏对心理健康益处的研究还不够深入。研究目的本研究旨在探讨 Kioku 桌游对心理健康的影响。开发 Kioku 棋盘游戏是为了实现小组互动,重点是鼓励参与者通过相互关注和互动来创造故事。我们假设,在每周进行为期 12 周的干预后,与不参与游戏的人相比,参与游戏的人会报告孤独感减少,幸福感增加。干预方法2022 年夏天,参与者以 4-5 人为一组,选择一个魔方单词并讲述一个故事。从以色列 7 个社区活动中心招募的 151 名老年人(平均年龄为 75.05 ± 6.46 岁)被随机分配到干预组(72 人)或对照组(79 人),等待 4-6 周后再参加活动。在基线和 12 周时对孤独感(加州大学洛杉矶分校孤独感量表)和幸福感(世界卫生组织 5 项量表)进行评估。结果控制年龄、原籍国和婚姻状况的双向重复测量协方差分析(ANCOVA)(组×时间)显示,孤独感[F(1, 146) = 178.04, n2 = 0.549, P < 0.001]和幸福感[F(1, 146) = 69.14, n2 = 0.321, P < 0.001]具有显著的交互效应。干预组的孤独感减少(平均差异:0.62 分,P < 0.001),对照组的孤独感增加(平均差异:0.18 分,P = 0.001)。干预组的幸福感增加(平均差异:0.79 分,P < 0.001),对照组的幸福感减少(平均差异:0.20 分,P < 0.001)。结论我们的研究结果支持 Kioku 棋盘游戏干预在减少老年人孤独感和促进其幸福感方面的有效性,因为老年人可能仍在应对 COVID-19 大流行的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study.

Introduction: Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. Objectives: The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. Methods: During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age = 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (n = 72) or a control group (n = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. Results: A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [F(1, 146) = 178.04, n2 = 0.549, P < 0.001] and well-being [F(1, 146) = 69.14, n2 = 0.321, P < 0.001]. Loneliness decreased in the intervention group (mean difference: 0.62 points, P < 0.001), and increased in the control group (mean difference: 0.18 points, P = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, P < 0.001) and decreased in the control group (mean difference: 0.20 points, P < 0.001). Conclusions: Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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