人口老化是全球共同趨勢,台灣高齡化速度是全球第一名,人口的老化伴隨而來許多疾病及問題,「失智症(Dementia)」是其中之一,造成照顧者家庭面臨巨大衝擊,增加了很多社會的成本。失智症有記憶力減退、語言、空間、注意力、抽象思考、計算能力等認知方面的功能退化,照護單位有許多為患者設計的活動,如心理社會相關、認知刺激與認知矯正,加強運動與社會互動性等治療方案。桌遊的活動是其中之一,可以訓練思考認知與上肢功能,是非常重要意義的活動。研究者藉由文獻分析確定「桌遊可有效發揮預防或延緩高齡族群認知功能衰退」,藉由「觀察法」發現一般市面上桌遊的產品仍有不完美處,創作過程中思考「適合高齡族群的桌遊設計」,並將視覺設計大大應用於桌遊設計中。遊戲的主題《買菜去!》,透過高齡者以往日常生活中所熟悉的經驗,嘗試與過往日常生活能力有所連結,增加其成就感與遊戲的意願。透過現場執行與觀察桌遊活動的過程,發現本創作作品確實可活化高齡族群的「認知功能」,提升「高齡身心適切性」的需要。希望在未來可以有更多相關的桌遊產品設計出現,為改善或延緩失智症一起努力。
Population aging is a global common trend, Taiwan's aging rate is the world's first, the aging of the population is accompanied by many diseases and problems, "Dementia" is one of them, causing caregivers and families to face a huge impact, increasing a lot of social cost. Dementia has memory loss and language, space, attention, abstract thinking, numeracy skills and other cognitive functional degradation. There are many activities designed for patients in the care unit, such as psychosocial related, cognitive stimulation and cognitive correction, and treatment options such as exercise strengthening and social interaction. Board games are one of them, which can train cognitive thinking and upper limb function, and is a very important activity. Through literature analysis, the researchers determined that "board games can effectively prevent or delay the cognitive function decline of the elderly population". Through the observation method, the researchers also found that the products of board games on the market are still imperfect. The researchers considered about the suitable design of board games for the elderly population during the creative process, and largely applied visual design to board game. The theme of the board game is " Go to Buy Groceries! ". Through the experiences that the elderly are familiar with in their previous daily lives, we try to connect with their past daily life skills and increase their sense of achievement and willingness to play. Through the process of on-site execution and observation of board game activities, it was found that this game work can indeed activate the cognitive function of the elderly population and enhance the needs of improving physical and mental health of the elderly. It is hoped that more related board game product designs can emerge in the future, and efforts can be made to improve or delay dementia.