近年來國人人口比例逐漸高齡化,腦中風發生機率也逐年攀升。百分之八十五的腦中風倖存者有上肢失能的問題,為了幫助患者能夠恢復到原有的生活機能,復健擔任極為重要的角色。然而復健是一項極為漫長且痛苦的過程,每位患者的病症又多不同,以制式化的療程不易提供患者符合個人需求的復健管道。為此,本研究以現有發展良好之上肢復健輔具為硬體載體,設計與發展一套新的個人化情境互動式復健遊戲。遊戲原型透過與醫院合作進行臨床實驗、與物理治療師進行專家訪談以及請專家進行啟發式評估後進行最後之修正。 本研究成果為配合上肢復健輔具之個人化情境互動式遊戲,藉由遊戲之愉悅性移轉患者於復健時的心靈疲勞,利用遊戲個人化設定便利醫師調整復健過程,以提升整體復健的成效。綜合本研究實驗之結果,驗證情境互動式遊戲應用於中風復建之可行性與使用者的接受度,同時歸納中風復健遊戲設計的四項重要需求:(1) 遊戲內容必須依不同病理特徵與復健進程擁有多變性和趣味性;(2) 遊戲應包含聲光、色彩等高度吸引力以及鼓勵之要素;(3) 遊戲的功能應提供針對復健部位之活動,增加功能性恢復能力之設計;(4) 遊戲應給予目標限制或關卡變化,讓復健者能進行自我要求與刺激進步。在數位科技蓬博發展以及人性化醫療需求的當下,本研究成果能提供未來相關領域研究之參考。
In recent years, the number of stroke occurrence increase with aging population in Taiwan. Eighty-five percent of stroke patients would have disability with their upper limb. To help stroke patients restore their ability, rehabilitation plays an important role. However, rehabilitation is a lengthy and painful way; every stroke patient’s symptoms and disability is different. Regularization of the treatment cannot provide stroke patients the best rehabilitation way. To solve these problems, this study intends to design a new personal interactive game by means of current mechanical. The game’s prototype was then evaluated by clinical trial, expert interview and heuristic evaluation to make further improvement. The game of this study could not only help stroke patients to alleviate the weariness of psyche by game’s joy but also help doctors revise rehabilitation process comfortably by game’s personal setting. Based on the experimental results, playing interactive game to stroke rehabilitation could be feasible and acceptable. In conclusion, the study makes the following suggestion for design of stroke rehabilitation game: (1) Multiple and interesting elements for different stroke symptom; (2) Inspiring design elements for patients are needed; (3) Designing functions according to the precise part which needs to rehabilitate; (4) Setting different goals and game stages to stimulate the patients. The results of this study could be used in health care and provide a good reference for further research relevant to digital rehabilitation.