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研究生: 吳庭蕙
Wu, Ting-Hui
論文名稱: 利用團體分享增強高齡者手部訓練動機之互動遊戲設計
Using Sharing Behavior in Interaction Game Design to Enhance the Motivation of Hand Function Training for Elderly
指導教授: 陳建旭
Chen, Chien-Hsu
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 工業設計學系
Department of Industrial Design
論文出版年: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 96
中文關鍵詞: 高齡者互動遊戲手部訓練復健動機
外文關鍵詞: Geriatric rehabilitation, Rehabilitation motivation, Social support, Interactive game, Hand training
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  • 隨著平均年齡的增加,如何成功老化越來越被重視,但高齡者常會因為身體退化等問題導致生活品質不佳,而針對高齡者常因為衰弱退化導致的疾病中,肌少症、衰弱症引起的手部握力和手部精細功能退化最為影響日常生活,手部握力的下降甚至與衰弱、死亡率有關,因此若能提早針對高齡者手部功能進行復健訓練能夠避免或減緩這些狀況產生。
    另一方面長照及日照為高齡化的另一個趨勢,長照場域中,高齡者可以跟相同年齡層的人互動,並且得到專業人員的照護,大多長照場域也會安排活動及復健,依照目前觀察,雖有針對手部功能訓練之相關附件產品,但傳統復健方式大多動作單一需要長時間重複,在訓練過程中也需罰明確的目標和回饋,導致復健動機低下、成效不佳,另外復健過程中動機低下還會導致心理抑鬱,傳統復健產品更無法有效的幫助治療師紀錄及追蹤復健成效。
    針對復健動機低下的問題,相關研究顯示歸屬感及社會支持能夠有效提升動機,增加復健成效,同樣也能夠避免抑鬱的狀態,得到心理支持,改善亞健康狀態,而在歸屬感中,除了合作及競爭之外,分享為另一種得到社會支持的形式。因此本研究企圖針對亞健康高齡者之手部復健,藉由互動遊戲中創作分享的形式增加復健動機,從中獲得滿足感,並得到心理支持並增加復健成效,同時改善亞健康高齡者之身體狀態,除此之外也希望透過遊戲過程中的數據紀錄,讓照護者或復健師更了解高齡者的復健進度與狀況。

    As the average age increases, more and more attention is paid to how to successfully aging. But older adults often suffer from poor quality of life due to physical degradation and other problems. Among the diseases that are usually caused by degeneration, sarcopenia, and degeneration, the deterioration of handgrip and upper limb fine motor skills caused the most impact on daily life. The decline of handgrip strength is even related to weakness and mortality rates. Therefore, early rehabilitation training for the hand function of older adults can avoid or slow down these conditions.
    At the same time, long-term and daycare centers are other trends of aging. In the long-term field, the elderly can interact with people of the same age and receive the care of experts. Most long-term fields will also arrange activities and rehabilitation. According to the current observation, although there are related devices for hand function training, the traditional rehabilitation method mainly requires a single action to be repeated repeatedly. A clear goal and feedback are also required during the training process, lead to poor rehabilitation results. Also, low incentives during the rehabilitation process lead to psychological depression. Traditional rehabilitation products are even less effective in helping therapists to record and track the effectiveness of rehabilitation.
    Regarding the problem of low rehabilitation motivation, relevant research shows that sense of belonging and social support can effectively improve motivation and increase the effectiveness of rehabilitation. It can also avoid depression and obtain psychological support. In addition to cooperation and competition, in the sense of belonging, Sharing is another form of social support. Therefore, this study aims to increase the rehabilitation motivation of the elderly through creating and sharing behavior in interactive games. To obtain satisfaction, get psychological support, and increase the effectiveness of rehabilitation. The data records in the process allow caregivers or rehabilitation practitioners better to understand the rehabilitation progress and status of the elderly.

    摘要 i SUMMARY ii ACKNOWLEDGEMENTS iii TABLE OF CONTENTS iv LIST OF TABLES vi LIST OF FIGURES vii LIST OF SYMBOLS AND ABBREVIATIONS x CHAPTER 1 INTRODUCTION 1 1.1 Background 1 1.2 Motivation 4 1.3 Framework 5 CHAPTER 2 LITERATURE REVIEW 8 2.1 Hand Degeneration and Rehabilitation for Elderly 8 2.2 Cognitive Degeneration and Training for Elderly 11 2.3 Rehabilitation Motivation and Self-determination Theory (SDT) 12 2.4 Rehabilitation and Interactive Games for Elderly 15 2.5 Literature Review Conclusion 24 CHAPTER 3 METHODOLOGY 26 3.1 Field Observation and Interview 26 3.2 Hardware Design and Implementation 30 3.3 Game Ideation and Design 34 3.4 Software and Hardware Integration 46 CHAPTER 4 EVALUATION 51 4.1 Experiment planning 51 4.2 Setting 55 4.3 Procedure 57 CHAPTER 5 RESULTS 64 5.1 Motivation Outcome 64 5.2 Hand Function Outcome 67 5.3 Game Outcome 69 5.4 Usability Outcome 71 5.5 Caregiver Interview 74 5.6 Personalized Outcome 76 CHAPTER 6 DISCUSSION AND CONCLUSION 78 6.1 Motivation Discussion 78 6.2 Hand Function Discussion 80 6.3 Game Usability Discussion 81 6.4 System Design Discussion 82 6.5 Contribution and Limitation 84 REFERENCES 85 Appendix A Intrinsic Motivation Inventory (Pretest) 90 Appendix B Intrinsic Motivation Inventory (Posttest) 91 Appendix C Semistructured-interview with Participant (ELDERLY) 92 Appendix D Semistructured-interview with Participant (CAREGIVER) 93 Appendix E ARDUINO 94

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