J Korean Phys Ther.  2021 Jun;33(3):123-130. 10.18857/jkpt.2021.33.3.123.

Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction

Affiliations
  • 1Department of Occupational Therapy, College of Health Science, Kangwon National University, Samcheok, Republic of Korea

Abstract

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 addiction.

Keyword

Snoezelen therapy; Game addiction; Mental health; Quality of life; Student
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