{"title":"2019冠状病毒病期间,严肃游戏对老龄人口身体活动、认知训练和心理健康的影响:影响和未来轨迹","authors":"S. Y. Lau, B. Ganesan, K. Fong","doi":"10.52872/001c.34710","DOIUrl":null,"url":null,"abstract":"COVID-19 has been widely affecting human social interaction due to the public health mitigation practices which have been set out by the government in various countries, such as lockdown and social isolation. As a consequence, the ageing population, one of the vulnerable groups, has been suffering from the discontinuity of regular interventions and disconnect from social life, which may likely cause physical and cognitive decline, and accelerate the development of depressive symptoms. To mitigate the challenges that have been arisen in the ageing population during the global pandemic, Serious Game (SG), one of the non-invasive novel digital technologies, offers a motivational atmosphere with a purposeful training context, as well as a remote training capability for those who lack mobility or are frail. SG is envisioned to improve their quality of life through maintaining their physical activity, cognitive training and mental health. The aim of this paper is to demonstrate the potential use of SG to improve physical activity, cognitive training and mental health among the ageing population during COVID-19.","PeriodicalId":367398,"journal":{"name":"Journal of Global Health Neurology and Psychiatry","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The Impact of Serious Games on Physical Activity, Cognitive Training and Mental Health for the Ageing Population During COVID-19: Implications and Future Trajectories\",\"authors\":\"S. Y. Lau, B. Ganesan, K. Fong\",\"doi\":\"10.52872/001c.34710\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"COVID-19 has been widely affecting human social interaction due to the public health mitigation practices which have been set out by the government in various countries, such as lockdown and social isolation. As a consequence, the ageing population, one of the vulnerable groups, has been suffering from the discontinuity of regular interventions and disconnect from social life, which may likely cause physical and cognitive decline, and accelerate the development of depressive symptoms. To mitigate the challenges that have been arisen in the ageing population during the global pandemic, Serious Game (SG), one of the non-invasive novel digital technologies, offers a motivational atmosphere with a purposeful training context, as well as a remote training capability for those who lack mobility or are frail. SG is envisioned to improve their quality of life through maintaining their physical activity, cognitive training and mental health. The aim of this paper is to demonstrate the potential use of SG to improve physical activity, cognitive training and mental health among the ageing population during COVID-19.\",\"PeriodicalId\":367398,\"journal\":{\"name\":\"Journal of Global Health Neurology and Psychiatry\",\"volume\":\"46 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-04-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Global Health Neurology and Psychiatry\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.52872/001c.34710\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Global Health Neurology and Psychiatry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.52872/001c.34710","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
由于各国政府采取了封锁和社会隔离等公共卫生缓解措施,COVID-19正在广泛影响人类的社会交往。因此,作为弱势群体之一的老龄人口一直在遭受定期干预的中断和与社会生活脱节的痛苦,这可能会导致身体和认知能力下降,并加速抑郁症状的发展。为了缓解全球大流行期间人口老龄化带来的挑战,Serious Game (SG)作为一种非侵入性新型数字技术,提供了一种具有目的培训背景的激励氛围,并为缺乏行动能力或身体虚弱的人提供了远程培训能力。SG旨在通过保持他们的身体活动、认知训练和心理健康来改善他们的生活质量。本文的目的是证明SG在COVID-19期间改善老龄化人口的身体活动、认知训练和心理健康方面的潜在用途。
The Impact of Serious Games on Physical Activity, Cognitive Training and Mental Health for the Ageing Population During COVID-19: Implications and Future Trajectories
COVID-19 has been widely affecting human social interaction due to the public health mitigation practices which have been set out by the government in various countries, such as lockdown and social isolation. As a consequence, the ageing population, one of the vulnerable groups, has been suffering from the discontinuity of regular interventions and disconnect from social life, which may likely cause physical and cognitive decline, and accelerate the development of depressive symptoms. To mitigate the challenges that have been arisen in the ageing population during the global pandemic, Serious Game (SG), one of the non-invasive novel digital technologies, offers a motivational atmosphere with a purposeful training context, as well as a remote training capability for those who lack mobility or are frail. SG is envisioned to improve their quality of life through maintaining their physical activity, cognitive training and mental health. The aim of this paper is to demonstrate the potential use of SG to improve physical activity, cognitive training and mental health among the ageing population during COVID-19.