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Mahnaz Fallahi Khesht Masjedi, Mohammad Mehdi Pasandideh,
Volume 22, Issue 2 (Summer 2016)
Abstract

Objectives: This study was performed to evaluate the psychometric properties and factor structure of Satisfaction with Life Scale in a sample of psychiatric outpatients in the Psychiatric Center of Rasht in 2014-2015. Method: 131 patients with psychiatric disorders (57 females and 74 males) were selected by convenience sampling method and they completed Satisfaction with Life Scale with the Beck Anxiety Inventory, Beck Depression Inventory, Depression, Anxiety and Stress Scale, Beck Hopelessness Scale, Self-esteem Scale, and Reasons for Living Scale. Results: Data analysis indicates that factor structure of Satisfaction with Life Scale is unidimensional and exploratory and confirmatory analysis supported the fit for the one-factor model as the best-fitting model. The internal consistency of the Satisfaction with Life Scale is equal to 0.75 and test-retest reliability is equal to 0.64. No significant difference was observed between females’ and males’ satisfaction with life. Conclusion: The results show that Satisfaction with Life Scale is a reliable and valid tool for measuring life satisfaction among psychiatric outpatients and psychiatric patients after discharge.


Prosha Moradi, Abbas Masjedi, Mahdi Jafari,
Volume 27, Issue 3 (Autumn 2021)
Abstract

Objectives: Decline of cognitive ability is one of the changes old age. Recent studies have shown that computer games has a positive effect on cognitive abilities. Accordingly, the present study aims to assess the effectiveness of computer games in improving working memory, visual memory, and executive functions in the elderly.
Methods: This is a quasi-experimental study with a pretest-posttest design conducted on 40 older people in Tehran, Iran who were selected using a purposive sampling method based on the inclusion criteria and after a clinical interview. They were randomly assigned into two groups of intervention and control groups. The Intervention group played a one-hour computer game (Lumosity) at 15 sessions, while the control group did not play any computer games. The collected data were analyzed in SPSS v. 25 software.
Results: The Computer game had a significant effect on the improvement of working memory, visual memory, and executive functions in the Intervention group compared to the control group (P<0.05).
Conclusion: Computer games can improve memory and cognitive functions of the elderly. It is recommended to use these games in nursing homes and the related centers to rehabilitate the elderly. 


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