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篇名 |
參與虛擬實境遊戲高齡者人格特質與其知覺感受之相關性研究
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並列篇名 | A Study on the Relationship Between Personality Traits and Perceptual Feelings of Elderly People Participating in Virtual Reality Games |
作者 | 劉以慧 |
中文摘要 | 高齡者社會的期待與需求中,除了醫療照護與健康促進之外,關於醫療協助伴隨的幸福感、關懷和體貼性也成為社會所期待的創新型服務。因此,本研究希望透過瞭解不同人格特質的高齡者,在參與虛擬實境遊戲的使用意圖中,從而探究對於其健康促進與憂鬱症狀減輕之成效。本研究以有使用穿戴式虛擬實境遊戲裝置經驗的60歲以上高齡者為對象,參用學者Martinez與John於1998年所提出的五大人格特質問卷,包括外向性、友善性、勤勉謹慎性、神經質及開放性作為測量工具。基於此架構分析高齡者使用穿戴裝置進行虛擬實境遊戲的行為意圖,進而運用在高齡者健康促進或情緒改善之活動設計。本研究驗證,在高齡者使用虛擬實境遊戲使用意圖的理論模型中,高齡者知覺感受是一個重要的影響因素,意即在使用虛擬實境高科技產品進行遊戲時,高齡者參與使用意圖愈強烈,使用就會愈頻繁,改善憂鬱效果也愈顯著。建議未來研究可以發展適合各種不同特質高齡者所需的遊戲方案。 |
英文摘要 | Day by day receive under the social anticipation in the elderly society and the medical demand which takes, the medical attendance support and the preparation aspect, increase day by day except the clinical staff demand, follows the happy heart about the medical assistance, shows loving care for and sympathizes the nature also to become the innovation service which the society anticipated. Among them, the understanding of different personality traits in the use of wearing devices for virtual reality game behavioral intentions, and then explore the effectiveness of its health promotion and rehabilitation. In this study, Martinez and John presented the five personality traits in 1998, including extraversion, agreeableness, conscientiousness, neuroticism, and openness, as a measurement tool, with the use of wearable devices for over 60 years of age. Based on this structure, we analyze the behavior intention of elderly person using virtual reality wear type device game, and use design of elderly person health promotion or rehabilitation activity. This study verifies that elderly people in the use of virtual reality high-tech products for the game, you can feel the user behavior intention more intense, the more frequent use, improve the effect of depression will become larger. A theoretical model that affects the behavioral intentions of elderly people using virtual reality wear-type devices is a significant influencing factor. It is suggested that future research can develop a game program that is suitable for all ages. |
起訖頁 | 083-111 |
關鍵詞 | 方案設計、高齡健康促進、虛擬實境、憂鬱症狀、conceptual design、elderly person health promotion、virtual ality、depression symptoms |
刊名 | 成人及終身教育學刊 |
期數 | 201712 (29期) |
出版單位 | 中華民國成人教育學會 |
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