体感互动游戏干预在老年期痴呆症患者中的效果观察
本文选题:老年期痴呆症 切入点:游戏干预 出处:《杭州师范大学》2017年硕士论文 论文类型:学位论文
【摘要】:目的:观察体感互动游戏干预对老年期痴呆症患者认知功能、日常生活活动能力、生活质量、抑郁症状的影响,探索老年期痴呆症患者日常康复方法。方法:在社区和养老机构选择38位老年期痴呆症患者,随机分为实验组(18人)、对照组(20人),对照组实行空白对照,实验组进行每周5次,每次1小时,为期8周体感互动游戏干预。采用简易智能精神状态量表(MMSE)、日常生活活动能力量表(ADL)、阿尔茨海默症生活质量量表(Qo L-AD)、康奈尔痴呆抑郁量表(CSDD)、情绪观察评定量表(OERS)和游戏得分对干预效果进行评价。结果:(1)认知功能:实验组记忆力、语言能力得分高于对照组和干预前,其中语言能力在干预4周时起效;实验组MMSE总分、注意计算力得分较干预前提高,但与对照组相比差异无统计学意义;对照组记忆力得分在4周、8周较干预前下降。两组在语言能力得分的组间效应差异有统计学意义。可见,体感互动游戏干预可改善患者认知功能,尤其是记忆力、注意计算力和语言能力。(2)日常生活活动能力:实验组行走得分低于对照组和干预前;实验组ADL总分及其中的PSMS和IADL总分、行走、洗头和刷牙得分较干预前下降,但与对照组相比差异无统计学意义。两组在ADL总分及其中的PSMS总分、行走、洗头和刷牙、如厕得分的组间及时间效应存在交互作用。可见,体感互动游戏干预可对患者日常生活活动能力产生积极影响。(3)生活质量:干预后,实验组Qo L-AD总分、情绪、朋友交往和自我娱乐能力得分高于对照组;实验组Qo L-AD总分和情绪、记忆力得分高于干预前;两组在与朋友交往维度得分的干预因素差异有统计学意义。可见,体感互动游戏干预可改善患者生活质量,尤其是情绪、记忆力、朋友交往、自我娱乐能力。(4)抑郁症状:实验组CSDD总分、与情绪相关表现、周期性功能、观念障碍得分低于对照组和干预前,其中与情绪相关表现在4周时起效;实验组行为障碍得分较干预前下降;干预后,实验组抑郁症状检出率低于对照组;两组在与情绪有关的表现维度得分的干预因素差异有统计学意义。可见,体感互动游戏干预能对患者抑郁症状产生积极影响,尤其是与情绪有关的表现、行为障碍、周期性功能和观念障碍。(5)情绪状态:在干预过程中,实验组高兴得分高于对照组,实验组愤怒、悲伤得分低于对照组。可见,患者在参与体感互动游戏干预过程中情绪较好。(6)游戏得分:实验组游戏得分随干预进展逐渐提高。可见,患者能参与游戏,有一定学习能力。结论:体感互动游戏可作为老年期痴呆症患者日常康复干预措施改善患者的认知功能、日常生活活动能力、生活质量和抑郁症状。
[Abstract]:Objective: to observe the effects of somatosensory interactive game intervention on cognitive function, activities of daily life, quality of life and depression in senile dementia patients. Methods: 38 patients with senile dementia were randomly divided into experimental group (n = 18), control group (n = 20), blank control group (n = 20) and control group (n = 5). One hour at a time, 8 weeks of interactive game intervention of somatosensory. Simple mental state scale (MMSE), activity of daily living (ADL) scale, quality of life (QOL) scale for Alzheimer's disease (QOL), Cornell Depression scale (CSDDD), and emotional observation scale (OERS) were used. Results: cognitive function: memory, memory, memory, memory, memory, memory, memory, memory. The score of language ability was higher than that of the control group and before intervention, and the language ability was effective at 4 weeks, the total score of MMSE in the experimental group was higher than that before the intervention, but there was no significant difference between the experimental group and the control group. The scores of memory in the control group decreased after 4 weeks and 8 weeks compared with those before intervention. There was significant difference between the two groups in the scores of language ability. It can be seen that the interactive game intervention of somatosensory interaction can improve the cognitive function of the patients, especially the memory. The score of walking in the experimental group was lower than that in the control group and before intervention, the total score of ADL and its PSMS and IADL in the experimental group, the score of walking, washing hair and brushing teeth were lower than those before intervention. But there was no significant difference between the two groups in the total score of ADL and the total score of PSMS, walking, washing hair and brushing teeth, toilet score and the time effect of the two groups. After intervention, the scores of Qo L-AD, emotion, friend communication and self-entertainment in the experimental group were higher than those in the control group, the total score and emotion of Qo L-AD in the experimental group were higher than those in the control group. The scores of memory were higher than those before intervention, and there were statistically significant differences between the two groups in the dimension of interaction with friends. Therefore, the interactive game intervention of somatosensory interaction could improve the quality of life of patients, especially emotion, memory, and friends. (4) Depression symptoms: the total score of CSDD in the experimental group was lower than that in the control group and before intervention, and the scores were lower than those in the control group and before intervention. The scores of behavioral disorders in the experimental group were lower than those before the intervention. After intervention, the incidence of depression in the experimental group was lower than that in the control group. Somatosensory interactive game intervention had a positive effect on depressive symptoms of patients, especially emotion related performance, behavioral disorder, periodic function and concept disorder. 5) emotional state: in the intervention process, the score of happiness in the experimental group was higher than that in the control group. The scores of anger and sadness in the experimental group were lower than those in the control group. Conclusion: somatosensory interactive games can be used as daily rehabilitation intervention to improve cognitive function, daily life activity, quality of life and depression symptoms of senile dementia patients.
【学位授予单位】:杭州师范大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:R473.74
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