科技元素的體感遊戲逐漸成為提升健康促進之工具。臺灣老年人口年齡結構快速老化,老化可能造成認知功能衰退,而認知功能是判斷高齡者是否能獨立生活的指標。國外已有許多研究證據指出,體感遊戲能夠改善其認知功能。本研究旨在透過文獻回顧法,探討高齡者參與體感遊戲與認知功能影響之相關研究。本研究搜尋2010年1月至2019年12月期間之文章,採用Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA)篩選流程以elderly、exergames、cognitive function等關鍵詞,於資料庫Scopus、EBSCO及PubMed取得文獻,經條件檢核排除,總計10篇文獻符合篩選標準。分析結果顯示:體感遊戲款式以任天堂Wii較多,運動介入每週3次,每次20 min最普遍,而認知評估工具則以評估「執行功能」為主,又以路徑描繪測驗測量最廣泛。本研究結論為支持高齡者參與體感遊戲促進認知功能表現之間的關係。然而,目前本研究僅聚焦一般健康族群,當前研究多採用任天堂Wii體感遊戲為主,多數研究以評估執行功能為探討方向;因此,實證研究方面,建議未來可利用不同類型之體感遊戲機,並嘗試參考本研究綜整的其他認知工具進行介入;系統性回顧文獻部分,則建議可進一步歸納疾病族群及機構高齡者,使用體感遊戲與認知功能之間的情形;豐沛體感遊戲產品應用與認知表現增進,於高齡族群健康促進之學術能量。
Somatosensory video games with technological elements have recently been utilized as aids for promoting health. Taiwan's increasingly aging population poses significant health challenges. The aging process may lead to cognitive degeneration, and cognitive function is an indicator of whether an older adult can live independently. Overseas studies have shown that somatosensory video games can help improve the cognitive function of older adults. This systematic review aimed to cover relevant literature from the Scopus, EBSCO, and PubMed databases. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) screening process and a selection of keywords (elderly, exergames, cognitive function, etc.) were used to screen for relevant articles published between January 2010 and December 2019; after excluding the articles that did not meet the study's criteria, 10 articles were identified and found suitable for this systematic review. Results revealed that the most common intervention was the playing of Nintendo Wii games, with 20-min play sessions being held 3 times a week. Among the studies, assessing executive function was found to be the main focus of cognitive assessments and one of the most common means of doing so was the Trail Making Test. This study concludes that older adults' participation in somatosensory video games led to improvements in their cognitive function. Future research could further investigate the correlation between cognitive function and the use of somatosensory video games in other age groups.
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