| 研究生: |
楊喻丞 Yang, Yu-Cheng |
|---|---|
| 論文名稱: |
遊戲如何讓我們與現實接軌以虛擬實境為媒介進行年長者角色扮演功能遊戲之內容設計 Connecting Game to Reality Role- play in Virtual Reality Game for the Senior |
| 指導教授: |
劉世南
Liou, Shyhnan |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 創意產業設計研究所 Institute of Creative Industries Design |
| 論文出版年: | 2019 |
| 畢業學年度: | 108 |
| 語文別: | 英文 |
| 論文頁數: | 103 |
| 中文關鍵詞: | 虛擬現實 、角色扮演遊戲 、功能遊戲 、沉浸經驗 、以人為本的設計 |
| 外文關鍵詞: | virtual reality, role-playing games, applied games, flow experience, human-centered design |
| 相關次數: | 點閱:137 下載:11 |
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本研究旨在設計一套以虛擬現實(VR)為主的遊戲情境,目的在於提升高齡者的運動以及認知功能。由於高齡者因為活動能力的退化,導致缺乏外出意願,也因此影響健康的身體活動,心智功能使用以及社會互動。本研究就是在提升高齡者的活動設計,以VR 科技設計懷舊的情境以及遊戲化的過程,以增進高齡者的投入。因此,本研究設計以懷舊為主,並且設計旅行的情境,增進高齡者在VR 情境中的活動以及認知作業的操作。並且結合角色扮演(RPG)的設計而增加懷舊的情境,使使用者更投入於遊戲情境中。 本實驗根據心流理論 ,主張在懷舊情境以及遊戲化的VR 中,參與者表現出較佳的投入以及成果。我們的設計研究邀請16 位高齡者參加。研究結果顯示,在RPG 懷舊情境以及遊戲化的VR 中,參與者表現較沉浸的參與及認知的表現。並且在心流的主觀經驗上,有較好的成果。為了進一步確認參與者的主觀經驗,我們同時也測量EEG的阿爾法波,結果也支持了懷舊情境下遊戲化VR高於單純VR組以及控制組。
研究結果的貢獻在於指出,當今互動科技的發展,透過虛擬環境的創造,有助於提供給高齡者活動與認知以及未來社會互動的發展。本研究的成果,證實了以人為本設計取向的應用價值。
This research designed VR-based game scenario with the goal of improving the motor and cognitive functions of the elderly. Due to the deterioration of the ability of the elderly, there is a lack of going out activities, which affects healthy physical activity, mental function use, and social interaction. This research aims to improve the activity design of seniors, design nostalgic situations and gamification with VR technology to increase the involvement of seniors. Therefore, with combined with the design of RPG to increase the nostalgic situation, this research is mainly nostalgia, and the travel situation is designed to enhance the elderly's activities in VR situations and the operation of cognitive tasks. According to the Flow theory, this experiment advocates that participants show better participating and performance in nostalgic situations and gamified VR. We designed the study to involve 16 elderly people. The research results show that in the nostalgic context of RPG and gamified VR, participants performed higher exercise activities and cognitive performance ion accuracy and speed. And in the subjective experience of flow, it has a better performance. In order to further confirm the subjective experience of the participants, we also measured the alpha wave of EEG. The results also support that the RPG gamified VR is higher than the simple VR group and the control group in the nostalgic situation. The significance of the research results is to point out that the development of today's interactive technology, through the creation of virtual environments, will help provide activities and cognition for the elderly and the development of future social interactions.
The results of this study confirm the application value of such an orientation.
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