高齡與年輕族群對於不同體感遊戲之主觀心智負荷分析
梁曉帆、李昀儒、邱博晟
doi:10.6283/JOCSG.201809_6(3).253
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中文摘要 隨著醫療科技的進步,人類的壽命也因此延長。世界衛生組織(WHO)的統計指出許多國家將面臨人口老化的問題,所以如何增進高齡者福祉已然成為重要的議題。近年來許多研究都指出,運用身體動作互動的體感遊戲能有效延緩老化,並降低失智的風險,許多的長照健康中心也運用體感遊戲以協助高齡者達到健康保健的效果;然而,市場上的體感遊戲幾乎都以年輕人為對象而設計遊戲內容,較少從高齡者的觀點設計遊戲,往往忽略了因為年齡的增長,體能與心智逐漸退化而產生的差異。本研究的目的在於了解高齡與年輕族群對於不同體感遊戲之主觀心智負荷,透過三種在體能與心智需求相對程度不同組合的體感遊戲,利用NASA-TLX心智負荷主觀評量表收集與分析高齡與年輕族群在不同種類遊戲的主觀心智負荷變化。結果顯示,高齡與年輕族群皆認為高操作與低心智需求的遊戲有較高的整體心智負荷。分析六項個別心智負荷維度發現兩年齡族群對於不同遊戲的主觀心智負荷無明顯的差異,唯獨在高操作與低心智需求的遊戲中,高齡族群認為對於心智的需求程度較年輕族群高;而不同遊戲種類主要影響了心智需求、操作需求,以及時間需求等的心智負荷評分。研究發現將有助於高齡體感遊戲的設計與開發。
關鍵字:高齡者、體感遊戲、心智負荷
文章建立時間:2018-09-26
引用格式(APA):
梁曉帆、李昀儒、邱博晟(2018)。 高齡與年輕族群對於不同體感遊戲之主觀心智負荷分析。
福祉科技與服務管理學刊, 6(3), 253-264。
Analysis of Subjective Mental Workloads of Old and Young People when Playing Exergames
Liang, S.-F., Lee, Y.-J., Chiu, B.-C.
English Abstract Human life has been extended because of the advancement of medical technology. According to statistics from the World Health Organization (WHO), many countries will face the problem of population aging. Therefore, improving the well-being of older adults has become an important issue. In recent years, many studies have pointed out that exergames with body movement interaction can effectively delay aging and reduce the risk of dementia. Exergames were also applied by many long-term care centers to help seniors achieve health care. However, the contents of exergames on the market were almost all designed for young people, making them less suited for older adults who might have declined physical or mental abilities. This study aims to understand the subjective mental workload of old and young people when playing different exergames. Through three exergames with different relative physical and mental demands, the NASA-TLX mental workload questionnaire was used to collect data for further analysis. The results show that the overall mental workload was rated higher in both old and young groups for the exergame with high physical demand and low mental demand. Analysis of the six individual mental workload dimensions revealed that there was no significant difference between the two age groups in general. However, for the exergame with high physical demand and low mental demand, the older adults’ rating in mental demand was higher than that of the young group. Different game types mainly affected the ratings in three mental workload dimensions: mental demand, physical demand, and time demand. The research findings could contribute to the design and development of exergames for older adults.Keywords:older adults, exergames, mental workloads