跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.251) 您好!臺灣時間:2026/07/28 04:46
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:林麗娟
研究生(外文):Lin, Li-Chuan
論文名稱:評估使用者經驗在嚴肅遊戲於預防老人失智所扮演的角色
論文名稱(外文):Assessing the Role of User Experience in Serious Games to Prevent Dementia in the Elderly
指導教授:林家禎林家禎引用關係
指導教授(外文):Lin, Chia-Chen
口試委員:張雅芬戴維良陳宜惠范雅晴
口試委員(外文):Chang, Ya-FenTai, Wei-LiangChen, Yi-HuiFan, Ya-Ching
口試日期:2020-04-17
學位類別:碩士
校院名稱:靜宜大學
系所名稱:資訊管理學系
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2020
畢業學年度:108
語文別:中文
論文頁數:43
中文關鍵詞:長者使用者經驗嚴肅遊戲遊戲治療失智症
外文關鍵詞:SeniorsUsers ExperienceSerious GamesGame TherapyDementia
相關次數:
  • 被引用被引用:0
  • 點閱點閱:763
  • 評分評分:
  • 下載下載:105
  • 收藏至我的研究室書目清單書目收藏:1
2018年內政部統計處顯示,台灣戶籍登記65歲以上的老年人口共計331萬人,已占總人口比例14.1%。依據聯合國世界衛生組織(WHO)定義,台灣已正式邁入「高齡社會」。同年,國際失智症協會(ADI)資料顯示,平均每三秒即有一人罹患失智症。而失智症好發年齡於65歲以上,因此如何有效減緩或預防失智症的發生將成為社會大眾關心的一大議題。
過去的研究顯示,在系統開發期間,使用者的參與及使用者經驗回饋意見,能提升使用者對於產品的滿意度及使用意願,也有效降低開發端與使用者需求不符而導致失敗的機率。而使用者經驗包括使用者在使用系統或服務之後,所體驗到的生理、心理、情緒、認知、行為反應等。
因此本研究為了達到減緩使用者的認知功能退化及預防失智症的發生,讓遊戲進入非藥物治療程序,帶入使用者經驗,設計一太鼓達人遊戲之嚴肅遊戲。透過使用者進行遊戲時的敲擊,訓練使用者的反應力、協調力及大腦認知功能,期望能透過使用者經驗的引進,增加使用者滿意度,提升使用者接受度及長期參與,達到有效預防失智症發生的風險。

According to the report announced by Department of Statistics in 2018, there were 3.31 million citizens older than 65, and it is up to 14.1 % of the total population in Taiwan. According to the definition given by the United Nations World Health Organization (WHO), Taiwan has officially entered the stage of an “aged society.” In the same year, data from the International Dementia Association (ADI) showed that on average, every three seconds, someone in the world could develop dementia. Therefore, how to effectively prevent or reduce the risk of dementia become a crucial issue these years.
Many researchers tried to design serious games and incorporate them into preventing dementia. However, we did not find any literature combine user experience into serious games design. Better user experience may enhance the users’ intention. Therefore, in thesis, we not only design a serious game, but also explore different aspects of user experience, such as user interface and input devices on our designed serious game. Moreover, we invited around 25 elders to participate our experiments. From our experimental results, we gather some valuable findings, which could benefit developing serious games for elders.
摘要 i
Abstract ii
致謝 iii
表目錄 v
圖目錄 vi
第一章、緒論 1
1.1 研究動機 1
1.2 研究目的 3
第二章、文獻探討 4
2.1 失智症 4
2.2 嚴肅遊戲 7
2.3 使用者經驗研究 10
第三章、研究方法 13
3.1 嚴肅遊戲設計 15
3.2 實驗流程設計 20
第四章、資料分析 24
4.1 樣本結構分析 24
4.2 卡方分析 27
第五章、結論與建議 35
參考文獻 37


內政部, “中華民國107年簡易生命表,” https :// www.moi.gov.tw /files/site_node_file/8744/107%E5%B9%B4%E7%B0%A1%E6%98%93%E7%94%9F%E5%91%BD%E8%A1%A8%E6%9B%B8%E5%88%8A%E5%AE%8C%E6%95%B4%E7%89%88.pdf, 2018.
2015年全球失智症報告, “失智症對全球的影響盛行率、發生率、成本與趨勢分析,” https://www.alz.co.uk/research/worldalz heimerrepor t2015tr aditionalchi nese.pdf, 2015.
國家發展委員會, “每5年人口金字塔及扶養比動態圖,” https://www.ndc. gov.tw/cp.aspx?n=AAE231302C7BBFC9, 2020.
台灣失智症協會認識失智症, “失智人口知多少,” http://www.tada2002.org. tw/About/IsntDementia, 2019.
元氣網, “失智症,” https://health.udn.com/disease/sole/241.
高潔純, 林麗嬋, “運用懷舊治療於失智老人照護,” 護理雜誌, 第四十九卷第三期, pp. 83-87, 2002.
傅中玲, “台灣失智症現況,” 台灣老年醫學暨老年學雜誌, 第三卷第三期, pp. 169-181, 2008.
邱銘章, 湯麗玉, “失智症照護指南,” 原水文化出版, 2009.
台灣失智症協會認識失智症, “失智如何治療,” http://www.tada2002. org.tw/About/IsntDementia#bn7, 2019.
紀智力, “刺激失智症者認知功能之鐵琴演奏系統,” 淡江大學電機工程學系碩士在職專班, 碩士論文, 2016.
Stephanie Schultz, et al. “Participation in cognitively-stimulating activities is associated with brain structure and cognitive function in preclinical Alzheimer’s disease,” Brain imaging and behavior, Vol. 9, No. 4, pp. 729-736, 2015.
愛長照, “久坐恐讓人變笨-提高中老年後失智風險,” https://www. ilongtermcare.com/(X(1)S(ssafvp0ivnd5jpga4p2wauly))/Article/Detail/2204, 2018.
高薇淇, 郭麗敏, 莊宇慧, “淺談失智症遊戲,” 護理雜誌, 第六十六卷第一期, pp. 101-106, 2019.
衛生福利部雙和醫院, “認識失智症,” https://shh.tmu.edu.tw/page/ HealthDetail.aspx?deptCode=13&seqNo=20180110154151826655, 2018.
Fedwa Laamarti, Mohamad Eid and Abdulmotaleb El Saddik. “An overview of serious games,” International Journal of Computer Games Technology, pp. 1-15, 2014.
David Michael, and Sandra Chen. “Serious games: Games that educate, train, and inform,” Muska & Lipman/Premier-Trade, 2005.
Corinna Dietlein., Sabine Eichberg, Tim Fleiner, and Wiebren Zijlstra. “Feasibility and effects of serious games for people with dementia: A systematic review and recommendations for future research,” Gerontechnology, Vol. 17, No. 1, pp. 1-17, 2018.
白麗, “為失智症患者設計之[嚴肅遊戲]-可行性與治療效果的評估,” 福祉科技與服務管理學刊, 第六卷第一期, pp. 1-15, 2018.
Samuel Benveniste, Pierre Jouvelot, and Renaud Péquignot. “The MINWii Project: Renarcissization of patients suffering from Alzheimer’s Disease through video game-based music therapy,” International Conference on Entertainment Computing, pp. 79-90, 2010.
Grace Lee, Calvin Yip, Edwin Yu, and David Man, “Evaluation of a computer-assisted errorless learning-based memory training program for patients with early Alzheimer’s disease in Hong Kong: a pilot study,” Clinical interventions in aging, pp. 623-633, 2013.
Tárraga, Lluís, et al. “A randomised pilot study to assess the efficacy of an interactive, multimedia tool of cognitive stimulation in Alzheimer’s disease,” Journal of Neurology, Neurosurgery & Psychiatry, Vol. 77, No. 10, pp. 1116-1121, 2006.
Mauro Colombo, Eleonora Marelli, Roberta Vaccaro, Eleonora Valle, Savina Colombani, Elisabetta Polesel, Sabrina Garolfi, Silvia Fossi and Antonio Guaita, “Virtual reality for persons with dementia: an exergaming experience,” ISARC, Proceedings of the International Symposium on Automation and Robotics in Construction, Vol. 29, pp. 1-4, 2012.
Kalpana Padala, Prasad Padala, Timothy Malloy, Jenenne Geske, Patricia Dubbert, Richard Dennis, Kimberly Garner, Melinda Bopp, William Burke and Dennis Sullivan, “Wii-fit for improving gait and balance in an assisted living facility: a pilot study,” Journal of aging research, pp. 1-6, 2012.
E. Galante, G. Venturini and C. Fiaccadori. “Computer-based cognitive intervention for dementia: preliminary results of a randomized clinical trial,” Giornale Italiano di Medicina del Lavoro ed Ergonomia, Vol. 29, No. 3, pp. 26-32, 2007.
Michael Schreiber. “Potential of an interactive computer-based training in the rehabilitation of dementia: An initial study,” Neuropsychological Rehabilitation, Vol. 9, No. 2, pp. 155-167, 1999.
Clare Cutler, Hicks Ben and Anthea Innes, “Does digital gaming enable healthy aging for community-dwelling people with dementia,” Games and Culture, Vol. 11, pp. 104-129, 2016.
Alison Fenney and Timothy D. Lee. “Exploring spared capacity in persons with dementia: What WiiTM can learn,” Activities, Adaptation & Aging, Vol. 34, No. 4, pp. 303-313, 2010.
Daniel McEwen, et al. “Two-week virtual reality training for dementia: Single-case feasibility study,” Journal of rehabilitation research and development, Vol. 51, No. 7, pp. 1069-1076, 2014.
Erika Talassi, et al. “Effectiveness of a cognitive rehabilitation program in mild dementia (MD) and mild cognitive impairment (MCI): a case control study,” Archives of gerontology and geriatrics, Vol. 44, pp. 391-399, 2007.
Christian Rohrer, “When to Use Which User Experience Research Methods,” Nielsen Norman Group, 2014.
楊娃, “一場兒童電子圖書館的使用者經驗研究之旅——以臺北市立圖書館兒童電子圖書館為例,” 國立臺灣師範大學圖書資訊學研究所, 碩士論文, 2015.
陳圳卿, 陳嘉妮, “多點觸控手持式行動裝置之互動介面使用性評估研究,” 臺北科技大學學報, 第四十四卷第一期, pp. 89-118, 2011.
Garrett Jesse James, “Elements of user experience, the: user-centered design for the web and beyond,” Pearson Education, 2010.
蘇國章, “應用認知負荷理論於資訊融入教學多媒體設計之分析-以自然與生活科技領域「電子教科書」為例,” 生活科技教育月刊, 第四十四卷第二期, 2011.


QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊