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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

Application of Virtual Reality Video Games in the Occupational Group Therapy of Mental Health-Take Wii as Example

摘要


休閒娛樂對慢性精神病患而言是極重要的生活元素,隨著時代的變化與科技的進步,虛擬實境遊戲已成為未來休閒活動的主要選項之一,本文以「娛樂治療」以及「團體治療」為切入點,以Wii遊戲機為例,分析虛擬實境遊戲在精神科團體職能治療的運用,本文為國內第一篇探討Wii遊戲機在精神科之運用的學術論文,分「虛擬實境遊戲應用於精神領域的助益」、「虛擬實境遊戲應用於精神科團體的注意事項」論述之,盼能結合最新娛樂趨勢與醫療知識,將之應用於精神科團體治療中。

並列摘要


Recreation is a vital element in the daily life of chronic mental illness. Due to the many changes in the world order and advancement in science and technology, Virtual Reality Video Games (VR-games) have become one of the major choices of leisure activities in the future. This essay focuses on analyzing the application of VR-games as a therapeutic media for Occupation Therapy in Psychiatric Department, using ”Therapeutic Recreation” and ”Group Therapy” as entry points and ”Wii” as the major media. This article is the first research paper in Taiwan on application of ”Wii video machines” for psychiatric patients. We divide our essay in two parts,” The effects on using VR-games for psychiatric patients” and ”The important notes for using VR-games for psychiatric patients”. We hope we can integrate the newest recreation trend with our medical knowledge and apply them into mental health care.

被引用紀錄


李卉芹(2012)。虛擬體驗對冒險遊憩活動場域旅遊意圖之影響─以體感遊戲為例〔碩士論文,國立高雄餐旅大學〕。華藝線上圖書館。https://doi.org/10.6825/NKUHT.2012.00037
吳玉茹、蔡芸芳、吳文正、王鐘賢(2016)。體感式電玩介入對慢性思覺失調症病人健康體適能之成效護理雜誌63(1),49-58。https://doi.org/10.6224/JN.63.1.49
姜義村、陳上迪(2012)。數位體感遊戲對於促進高齡族群之健康效益中華體育季刊26(1),39-48。https://doi.org/10.6223/qcpe.2601.201203.2005
吳常榮(2010)。國中學生電子運動遊戲涉入,流暢體驗與課業壓力之研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315190344
高藝真(2011)。結合Wii之教學方案對提升重度障礙學生休閒參與行為之行動研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315220318

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