Doug Hyun Han

Dr. Doug Hyun Han

Chung Ang University, Seoul, South Korea
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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16 May 2019 in British Journal of Sports Medicine
Verified
Journal Article
Open access
PDF file
CRClaudia L Reardon
Claudia L Reardon
BHBrian Hainline
Brian Hainline
CACindy Miller Aron
Cindy Miller Aron
DBDavid Baron
David Baron
ABAntonia L Baum
Antonia L Baum
LELars Engebretsen
Lars Engebretsen
Mental health symptoms and disorders are common among elite athletes, may have sport related manifestations within this population and impair performance. Mental health cannot be separated from physical health, as evidenced by mental health symptoms and disorders increasing the risk of physical injury and delaying subsequent recovery. There are no evidence or consensus based guidelines for diagnosis and management of mental health symptoms and disorders in elite athletes. Diagnosis must differentiate character traits particular to elite athletes from psychosocial maladaptations.Management strategies should address all contributors to mental health symptoms and consider biopsychosocial factors relevant to athletes to maximise benefit and minimise harm. Management must involve both treatment of affected individual athletes and optimising environments in which all elite athletes train and compete. To advance a more standardised, evidence based approach to mental health symptoms and disorders in elite athletes, an International Olympic Committee Consensus Work Group critically evaluated the current state of science and provided recommendations.

18 November 2011 in Nature Reviews Neuroscience
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Journal Article
Closed access
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DBDaphne Bavelier
Daphne Bavelier
CGC. Shawn Green
C. Shawn Green
DHDoug Hyun Han
Doug Hyun Han
PRPerry F. Renshaw
Perry F. Renshaw
MMMichael M. Merzenich
Michael M. Merzenich
DGDouglas Gentile
Douglas Gentile

1 September 2021 in Computer Methods and Programs in Biomedicine
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Journal Article
Closed access
JHJi Sun Hong
Ji Sun Hong
CWChris Wasden
Chris Wasden
DHDoug Hyun Han
Doug Hyun Han

1 June 2016 in Computer Methods and Programs in Biomedicine
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Journal Article
Closed access
SPSung Yong Park
Sung Yong Park
SKSun Mi Kim
Sun Mi Kim
SRSungwon Roh
Sungwon Roh
MSMin-Ah Soh
Min-Ah Soh
SLSang Hoon Lee
Sang Hoon Lee
DHDoug Hyun Han
Doug Hyun Han

1 April 2013 in Addictive Behaviors
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Journal Article
Closed access
YLYoung Sik Lee
Young Sik Lee
DHDoug Hyun Han
Doug Hyun Han
SKSun Mi Kim
Sun Mi Kim
PRPerry F. Renshaw
Perry F. Renshaw

29 October 2018 in Journal of Medical Internet Research
Verified
Journal Article
Open access
HKHee Jun Kim
Hee Jun Kim
SKSun Mi Kim
Sun Mi Kim
HSHeechul Shin
Heechul Shin
JJJoung-Soon Jang
Joung-Soon Jang
YKYoung In Kim
Young In Kim
DHDoug Hyun Han
Doug Hyun Han
Background: The application of game-based learning in clinical practice has shown potential advantages in previous studies. However, there have been little efforts to use smartphone-based mobile games in the management of adult patients with cancer. Objective: The objective of our study was to evaluate if patient education using a mobile game may increase drug compliance, decrease physical side effects of chemotherapy, and improve psychological status in breast cancer patients. Methods: A total of 76 patients with metastatic breast cancer who were planned to receive cytotoxic chemotherapy were enrolled in this trial. Study participants were randomly assigned to a mobile game play group (game group, n=36) or a conventional education group (control group, n=40) in a ratio of 1:1. The patients were unblinded and followed prospectively for 3 weeks. Outcome measures included time spent for education, compliance to medication, physical side effects, and psychological side effects including quality of life (QoL). Results: Overall, 72 out of 76 patients completed the study after 3 weeks (95%). The subjects in the game group showed high levels of satisfaction with the app. The time spent playing the mobile game in the game group was longer than that spent for self-education in the control group (mean 22.2, SD 6.1 vs mean 5.5, SD 4.0 minutes a day; P<.001). The mobile game group showed better drug adherence (Korean version of the Medication Adherence Rating Scale; mean 7.6, SD 0.7 vs mean 6.5, SD 0.5; P<.001). The use of the mobile game was associated with lower rates of chemotherapy-related side effects, such as nausea, fatigue, numbness of hand or foot, and hair loss, than the control group. The game group exhibited better QoL during chemotherapy (mean 74.9, SD 3.5 vs mean 72.2, SD 5.3; P=.01). However, there were no significant differences in terms of depression and anxiety scales. Conclusions: This study suggests the feasibility and potentiality of the use of smartphone mobile games for patients with breast cancer receiving chemotherapy. Education using a mobile game led to better patient education, improved drug compliance, decreased side effects, and better QoL compared with conventional education. Mobile games can be used as easy, fun, and effective measures for patient education and have the potential to improve treatment outcomes. Trial Registration: ClinicalTrials.gov NCT03205969; http://clinicaltrials.gov/ct2/show/NCT03205969 (Archived by WebCite at http://www.webcitation.org/71jfSBOq9).