Nakao Mutsuhiro, Furukawa Hirokazu, Kitashima Chiho, Noda Shota
1Department of Psychosomatic Medicine, School of Medicine, International University of Health and Welfare, 4-3, Kozunomo, Narita-shi, Japan.
2School of Basic Research and Improvement of Practice for Education, Naruto University of Education, Tokushima, Japan.
Biopsychosoc Med. 2019 May 9;13:11. doi: 10.1186/s13030-019-0153-4. eCollection 2019.
Shogi is a popular board game in Japan, and shogi-assisted cognitive-behavioral therapy (S-CBT) has been applied in Kakogawa City, a Japanese municipality. The purpose of this study was to clarify the effects of S-CBT on the subjective well-being of elderly men. Participants were 61 elderly men with amateur skill at shogi. They were randomly assigned to either the S-CBT group or a wait list group (control). The S-CBT group participated in a weekly, six-session S-CBT program. The intervention outcomes were scores on the K6, Lubben Social Network Scale, and a five-item cognitive-behavioral functioning scale. The Subjective Well-being Scale was used to assess happiness and satisfaction with life, and all the participants were classified into high- and low-happiness groups using the median score as the cutoff. The results showed that scores on "self-reinforcement" were significantly ( < 0.05) increased for those receiving S-CBT compared with controls, regardless of the participants' happiness scores. In contrast, the scores on "problem solving skills for alleviating stress" were significantly (P < 0.05) increased for those receiving S-CBT compared with controls only among those in the low-happiness group. These results remained significant after controlling for the effects of age and baseline scores on the K6, Social Network Scale, and "problem solving skills for alleviating stress" category. The S-CBT may be especially beneficial when focused on practical advice for the stress management of older people with low subjective well-being. (trial registration: 000036003 [UMIN, Japan]). Trial registration number: 000036003 [UMIN, Japan].
将棋是日本一种广受欢迎的棋盘游戏,将棋辅助认知行为疗法(S-CBT)已在日本香川县得到应用。本研究的目的是阐明S-CBT对老年男性主观幸福感的影响。参与者为61名具有将棋业余水平的老年男性。他们被随机分为S-CBT组或等待名单组(对照组)。S-CBT组参加了为期六周、每周一次的S-CBT项目。干预结果为K6量表、鲁本社会网络量表以及一个包含五个项目的认知行为功能量表的得分。主观幸福感量表用于评估生活中的幸福感和满意度,所有参与者以中位数得分作为临界值被分为高幸福感组和低幸福感组。结果显示,无论参与者的幸福感得分如何,接受S-CBT的参与者在“自我强化”方面的得分与对照组相比显著提高(<0.05)。相比之下,接受S-CBT的参与者在“缓解压力的问题解决技能”方面的得分仅在低幸福感组中与对照组相比显著提高(P<0.05)。在控制了年龄以及K6量表、社会网络量表和“缓解压力的问题解决技能”类别方面的基线得分的影响后,这些结果仍然显著。当专注于为低主观幸福感的老年人提供压力管理的实用建议时,S-CBT可能特别有益。(试验注册:000036003 [日本大学医学信息网络中心])。试验注册号:000036003 [日本大学医学信息网络中心] 。