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。
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.