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  • 學位論文

探討體感遊戲應用於物理治療之使用者經驗—以五十肩復健為例

Applying Motion Sensing Games on Physical Therapy - a Case Study of Frozen Shoulder Rehabilitations

指導教授 : 王雨涵
本文將於2025/01/01開放下載。若您希望在開放下載時收到通知,可將文章加入收藏

摘要


臺灣已邁入高齡化社會,有許多銀髮族患有關節方面疾病,需進行復健治療。本研究以目前且好發於銀髮族之五十肩病狀為例,將遊戲設計導入復健過程。目的在使病患的復健過程能更具趣味性,以提升病患自主復健之動機。 本研究為國立臺中科技大學與童綜合醫院之研究合作計畫,研究目的於建置一款適用於五十肩復健之體感遊戲,探討使用者對遊戲體驗的滿意程度。遊戲製作初期訪談了3位復健師與17位五十肩病患,將其建議與需求帶入於遊戲設計,並於遊戲建置完成後由2為五十肩患者進行測試,最終產出名為福森秀德大冒險的五十肩復健輔助遊戲,以體感方式配合復健動作,讓使用者可以邊玩遊戲邊完成復健,以遊戲的趣味性帶領枯燥的復健動作。 遊戲測試時程為6週,一週2次,每次為1小時,受試者在測試期間將持續提出建議,並修正遊戲使其更符合使用者需求,測試結束後給予受試者填寫關於使用者經驗的問卷,最終將遊戲製作歷程與問卷回答相互整理,歸納出足以影響使用者心理的遊戲設計要點。

並列摘要


With the growing population of older adults around the world, Taiwan has been an aged society since 2018 and will reached the level of super—aged society in 2025. Many older adults have suffered from chronic disease or joint diseases. Rehabilitation is a common physiotherapy for chronic joint diseases. However, doing repeating motions within a period of time may lose patients’ interests and motivation of rehabilitation. Therefore, the aim of this study is to enrich the experience of rehabilitation by applying motion sensing game during the process. The purpose of this study is to encourage and promote patients’ autonomous and motivation. Thus, this study will develop a motion sensing game particularly for frozen shoulder rehabilitation. In the early stages of the game production, 3 practitioners and 17 frozen shoulder patients were interviewed and their suggestions and needs were incorporated into the game design, which was tested by 3 frozen shoulder patients, resulting in a frozen shoulder rehabilitation aid game called "Frozen Shoulder Adventure",which uses a Motion Sensing approach to complement the rehabilitation movements, allowing users to play the game and complete the rehabilitation at the same time. The game was be tested for 6 weeks, twice a week, for 1 hour at a time, during which participants will continue to suggest changes to make the Frozen Shoulder Adventure even better. At the end of the test, the participants were given a questionnaire to about their experiences, and finally the game was modified according to the questionnaires, and the key points of the game design will be summarised in a way that affects the psychology of the users.

參考文獻


英文文獻
United Nations(2013)."World Population Ageing 2013".April 25,2020.from:https://www.un.org/en/development/desa/population/publications/pdf/ageing/WorldPopulationAgeing2013.pdf
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IJsselsteijn, W. A., de Kort, Y. A. W., Poels, K. (2013). The Game Experience Questionnaire. Technische Universiteit Eindhoven.

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