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體感遊戲Wii和Kinect在技術特性與使用效果之比較

The Difference of Technology Characteristics and Usage Effect between Wii and Kinect

摘要


Wii與Kinect為市面上主要且最多人使用的體感遊戲,這兩款體感遊戲在技術應用上有所不同,Wii透過控制器進行操作,而Kinect則透過使用者全身肢體動作進行操作,這對於使用者的能量消耗、體適能、運動表現及運動傷害可能造成不同的影響。因此,本文主要是針對Wii和Kinect的技術特點、能量消耗、體適能、運動表現、視覺能力、運動傷害等方面進行文獻回顧與整理,結果發現使用Wii與Kinect能提升能量消耗、心肺能力、肌力、平衡能力、反應能力、視覺能力與桌球、棒球的運動技巧,雖然能有以上的益處,但體感遊戲仍與真實運動有些微差異;而利用全身進行控制且有較大活動範圍的Kinect比Wii有更多的效益。

關鍵字

體感遊戲 虛擬運動 任天堂 Xbox

並列摘要


Wii and Kinect are the most people use devices on the market of the action video game. The technology application are different between two action video games. Wii is operated by controller and Kinect is operated by user body movements. This difference might potentially causes different responses on energy expended, physical fitness, sport performance, visual ability and sport injury. Therefore, the purpose of this article was to review the research literatures on the topics of technical characteristics, energy expended, physical fitness, sport performance and sport injury between Wii and Kinect. The results showed that energy expended, cardiovascular function, muscle strength, balance ability, response ability, visual ability, table tennis and baseball skills improved after using Wii and/or Kinect. However, there was a slight difference between the real sports and the action video games. It concluded that Kinect, which was a wide range of movement due to operate by using body movements, has more benefits than Wii.

並列關鍵字

action video game virtual sports Nintendo Xbox

參考文獻


王艾伶(2013)。互動式體感遊戲介入體育課程對國中生學習效果之研究(碩士論文)。臺北市立大學。
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被引用紀錄


邱玉鈴(2016)。Kinect體感購物遊戲對國小集中式特教班購物技能之成效〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201800033
楊博軒、王立亭、郭怡伶(2021)。體感遊戲對高齡者認知功能影響之系統性文獻回顧大專體育(156),35-53。https://doi.org/10.6162/SRR.202103_(156).0004

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