透過您的圖書館登入
IP:3.15.27.235
  • 期刊

數位體感遊戲對於促進高齡族群之健康效益

Health Benefits of Digital Somatosensory Ames for Older Adults

摘要


臺灣高齡化問題急速增加,休閒運動專業也應積極研擬高齡者休閒運動與健康促進之道。由於全球資訊發達、科技升級,電玩遊戲自以往電子平面螢幕與搖桿刺激,進階到虛擬體感互動,尤以「數位體感遊戲」以身體活動刺激感應器,讓遊戲畫面產生即時互動。本文回顧數位體感發展歷史,並整理其對高齡者健康促進效益之相關研究,發現數位體感遊戲可作為運動媒介,有效引發高齡族群提高運動的意願,並從遊戲中提升功能性體適能及社會互動,透過遊戲的樂趣改善高齡族群的生活品質。本文期透過分析與統整數位體感遊戲運用在高齡族群之優缺點,以供未來高齡者的運動推廣與健康促進之相關研究方向與實務推廣參酌。

並列摘要


Leisure and recreation sport professionals have to develop a variety of recreational sport programs in order to provide health promotion services for the dramatic increasing ageing population in Taiwan. With global technology advances, video games have evolved from providing screens and joystick stimulations to integrating virtual somatosensory interactions, especially digital somatosensory games which employ gamers' physical motions to stimulate gaming sensors and to interact with the games immediately. This paper reviewed the history of somatosensory games and summarized their health promotion benefits in the past scientific studies. The results demonstrated that somatosensory games can be used as sport media to motivate older adults to participate physical exercise and sport, to increase their functional physical fitness and social interaction, and to promote their quality of life by gaining fun and enjoyment. This paper concluded that having deeper understandings of the strengths and weaknesses of somatosensory games are viable approaches to develop appropriate sport and health promotion research and practices for older adults in the future.

參考文獻


林旻逸=Lin, M. Y., 洪偉欽=Hong, W. C., 成和正=Chen, H. C. (2010). 體感式電玩對人體健康與運動教育之探討, 大專體育, 110, 61-67.
高銘麟=Kao, M. L., 姜義村=Chiang, I. T. (2011). 安養機構業者對休閒服務人力之聘用意願與願付價格, 大專體育學刊, 1(13), 23-31.
廖經平=Liao, C. P., 王怡婷=Wang, I. T., 黃以宸=Huang, Y. C., 施以諾=Shih, Y. N. (2009). 虛擬實境遊戲在精神科團體職能治療的運用-以Wii遊戲機為例, 中華團體心理治療, 1(15), 3-8.
陳昱文 (2008). 淺談新世代遊戲機-Wii 對提升身體健康之影響, 臺中教育大學體育學系系刊, 3, 94-97.
陳嫣芬=Chen, J. F., 林晉榮=Lin, Z. R. (2006). 社區老人身體活動與生活品質相關之研究 , 體育學報 , 1(39), 87-100.

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
謝智仱、林佩欣(2015)。體感太極拳運動應用於社區老人之初探長期照護雜誌19(3),283-294。https://doi.org/10.6317/LTC.19.283
劉智淇、王雅鈴(2024)。青銀世代之數位遊戲認知與趨避衝突:語意聯想測驗之內容分析教育科學研究期刊69(1),131-164。https://doi.org/10.6209/JORIES.202403_69(1).0005
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
李長潔(2020)。回家與旅行之間:過程語藝與手遊《旅行青蛙》資訊社會研究(39),99-133。https://doi.org/10.29843/JCCIS.202007_(39).0005

延伸閱讀