中高齡者操作方向感虛擬實境迷宮遊戲之接受度與偏好研究
鄔沂庭、葉栢虦、黃國珍
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中文摘要 臺灣已步入高齡化社會,隨之而來的是生理功能上的退化,此一變化將影響平衡感和空間感而增加跌倒風險。研究顯示,空間訓練能有效維持或提升感知能力,而遊戲化訓練更可增強自我訓練的動機,因此,不少學者提出適合中高齡者的預防措施及遊戲訓練。隨著虛擬實境技術的普及,更有許多研究證實了該技術亦能改善平衡和行走表現,但現有之文獻對中高齡者與虛擬實境的遊戲偏好度和接受度的研究仍鮮少,因此,本研究將探討中高齡者對虛擬實境方向類型遊戲並結合科技接受模型了解其接受度及偏好度。研究邀請36位45至65歲之中高齡者進行兩款虛擬實境方向類型遊戲測試,並針對遊戲內容進行問卷調查,問卷內容包含基本資料、操作現況與接受度調查三項。結果發現(1)受試者偏好遊戲上方有指標協助判斷方向;(2)遊戲中的牆面與地面建議使用不同之材質;(3)遊戲設計中可加入隨時停止再開始的功能;(4)大專院校以上學歷者對於虛擬實境的偏好度較低;(5)整體而言對虛擬實境之接受度均採正向的態度,雖較少接觸此高科技產品,但多數受試者表現有興趣、新奇,並表示該產品若能協助他們訓練認知能力,將有意願使用。
關鍵字:中高齡者、虛擬實境、空間知覺、方向感
文章建立時間:2025-06-04
引用格式(APA):
鄔沂庭、葉栢虦、黃國珍(2025)。 中高齡者操作方向感虛擬實境迷宮遊戲之接受度與偏好研究。
福祉科技與服務管理學刊, 13(1), 1-12。
Research on Acceptance and Preferences of Middle-aged and Elderly Individuals in Operating Virtual Reality Maze Games
Wu, Yi-Ting, Yeh, Po-Chan, Huang, Kuo-Chen
English Abstract Taiwan has become an aging society, leading to the deterioration of physiological functions that affect balance and spatial awareness, thereby increasing the risk of falls. Research suggests that spatial training can effectively maintain or improve perceptual abilities, while gamified training further enhances motivation for self-training. Consequently, many scholars have proposed preventive measures and game-based training designed for middle-aged and elderly individuals. Numerous studies have confirmed that virtual reality (VR) technology can improve balance and walking performance. However, research on the game preferences and acceptance of VR among middle-aged and elderly individuals remains limited. Therefore, this study aims to examine the preferences and acceptance of VR directional games among middle-aged and elderly users, using the Technology Acceptance Model (TAM) to better understand their responses. The study involved 36 participants aged 45 to 65 who tested two types of VR directional games. A questionnaire was administered, consisting of three sections: basic information, current use of VR, and acceptance evaluation. The results revealed the following findings: (1) Participants preferred games with directional indicators positioned at the top to aid navigation; (2) Different materials for walls and floors were recommended in the game environment; (3) A pause-and-resume function was suggested for game design; (4) Participants with higher education levels (bachelor’s degree or above) showed lower preference for VR; (5) Overall, participants had a positive attitude toward VR, expressing interest and curiosity despite limited prior exposure to this high-tech product. Most participants indicated a willingness to use VR if it could assist in training their cognitive abilities.Keywords:Virtual Reality, Middle-aged and Older Adults, Spatial Perception, Sense of Direction