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研究生: 魏筱蓉
Wei, Hsiao-Jung
論文名稱: 嚴肅遊戲迭代設計應用於高齡者復健運動的遊戲體驗評估:以寶島探險為例
Game Experience Evaluation of Serious Games for Elderly Rehabilitation: An Iterative Design of Formosa Explore
指導教授: 林彥呈
Lin, Yang-Cheng
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: 2025
畢業學年度: 113
語文別: 英文
論文頁數: 161
中文關鍵詞: 高齡者復健數位遊戲嚴肅遊戲人機互動
外文關鍵詞: Elderly, Rehabilitation, Digital Games, Serious Games, Human-Computer Interaction
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  • 隨著已開發國家逐漸步入高齡化社會,高齡人口的快速增長已成為不可忽視的議題。在科技日新月異的後疫情時代,智慧醫療成為新興科技關鍵字,本研究目標案例《寶島探險》,為配戴sEMG穿戴輔具進行遠端復健訓練之遊戲訓練系統,更是智慧醫療的相關體現之一。但作為嚴肅遊戲,其遊戲性的重要性經常被排在功能評估後,然而嚴肅遊戲的成功與訓練有效與否通常與遊戲設計的成敗有關,而好的嚴肅遊戲設計是否同樣能為高齡使用者帶來正面效果是需要被探討的。
    本研究採用嚴肅遊戲設計的迭代方法開發了《七音之星》,並對其與《寶島探險》進行了比較,旨在探討遊戲設計對使用者長期參與意願的影響。欲探討符合高齡者需求的復健訓練遊戲,本研究的受測者在各自進行兩款遊戲體驗後,會接受SUS及GEQ兩種層面的量化問卷,並搭配半結構式訪談深入了解使用者需求。本研究最後招募33位受測者,其中包含17位高齡者、16位青壯年。研究結果顯示,《七音之星》在遊戲體驗設計上相較於《寶島探險》能更有效地提升使用者的長時間使用動機。然而,針對高齡者的量化分析發現,兩款遊戲在整體效果上並無顯著差異。《寶島探險》因其簡單且易於上手的操作設計,在促進正向情緒方面甚至優於《七音之星》。然而,《七音之星》在遊戲設計上展現出更高的變化性與沈浸感,能有效減少負面情緒並增強遊戲的趣味性,進而提升受測者參與復健的意願。本研究的實驗結果證實,通過精心設計的遊戲機制,可顯著提高高齡者在長期復健需求下的參與動機,為相關遊戲設計與應用提供了重要參考。

    As developed nations face an aging society, the rapid growth of the elderly population has become a pressing issue. In the post-pandemic era, smart healthcare has emerged as a key innovation. This study examines Formosa Explore, a rehabilitation training game utilizing sEMG wearable devices, as an example of smart healthcare. However, as a serious game, its playability is often overlooked despite its crucial role in training effectiveness. This study explores whether well-designed serious games can enhance engagement among elderly users.
    Using an iterative design approach, we developed Seven-Tone Star and compared it with Formosa Explore to assess the impact of game design on long-term participation. 33 participants (17 elderly, 16 younger adults) experienced both games, followed by SUS and GEQ assessments and semi-structured interviews. Results show that Seven-Tone Star was more effective in sustaining engagement, yet both games yielded comparable overall outcomes for elderly users. Formosa Explore’s simplicity promoted positive emotions, while Seven-Tone Star’s greater variation and immersion reduced negative emotions and enhanced enjoyment.
    Findings confirm that well-designed game mechanics can significantly improve elderly users' motivation for long-term rehabilitation, offering valuable insights for serious game design in healthcare.

    摘要 i SUMMARY ii 誌謝 iii TABLE OF CONTENTS iv LIST OF TABLES vii LIST OF FIGURES ix LIST OF SYMBOLS AND ABBREVIATIONS xii CHAPTER 1 INTRODUCTION 13 1.1 Research Background 13 1.2 Research Motivation 17 1.3 Research purpose 22 1.4 Research limitations and scope 22 1.5 Research structure 23 CHAPTER 2 Literature Review 26 2.1 Global Trends and Rehabilitation Methods 26 2.1.1 Frailty Syndrome 26 2.1.2 Trends in Human-Computer Interaction 28 2.1.3 Smart Wearable Devices 28 2.1.4 sEMG 30 2.2 Human-Computer Interaction Design for Older Adults 33 2.2.1 User Interface Design for Older Adults 33 2.2.2 Gamification for Older Adults in Rehabilitation 34 2.3 Serious Games 35 2.3.1 Gamification and Game Experience Design 36 2.3.2 Application of serious games to replace traditional training tools 38 2.3.3 Iterative Design of Serious Games 39 2.4 Evaluation Methods 42 2.4.1 Heuristic Evaluation 42 2.4.2 Game Experience Evaluation 45 2.5 Summary 46 CHAPTER 3 Research Methodology 48 3.1 Phase 1: Observational Study of Formosa Explore 49 3.1.1 Interactive Architecture of Formosa Explore 50 3.1.2 Main Workflow and Gameplay of Formosa Explore 51 3.1.3 Observation Summary and Findings 60 3.2 Phase 2: New Game Development 63 3.2.1 Planning and Development of the New System 63 3.2.2 Execution Methods for New System Design Iteration 67 3.2.3 Establishing Upper Limb Rehabilitation Movements 71 3.2.4 Establishing Gameplay and Minimum Viable Product (MVP) Testing 75 3.2.5 New system development and design 80 3.3 Phase 3: Experimental comparison of two game systems 91 3.3.1 Experiment Objective 92 3.3.2 Participant Description 92 3.3.3 Experiment Design 94 3.3.4 SUS System Usability Scale and GEQ Game Engagement Questionnaire Core Module 97 3.3.5 Semi-Structured Interview Questionnaire 101 CHAPTER 4 Research results 103 4.1 Descriptive Statistics of Participants 103 4.1.1 GEQ Scores 104 4.1.2 SUS Scores 106 4.2 Analysis of Usability Score and Game Experience Score 108 4.2.1 SUS Usability Scale Score Analysis Results 109 4.2.2 GEQ Seven Major Dimension Score Analysis Results 111 4.2.3 GEQ Question Score Analysis Result 113 4.2.4 Correlation Analysis of the Seven GEQ Dimensions 118 4.2.5 Reliability Analysis of SUS and GEQ Data 119 4.3 Qualitative Analysis Results 121 4.3.1 Qualitative Analysis for the Elderly Group 123 4.3.2 Qualitative analysis and organization of young adults 127 4.3.3 Willingness to Use for Extended Periods: Elderly vs. Young-Adult Groups 132 CHAPTER 5 Conclusion 141 5.1 Discussion of Results 141 5.2 Future Outlook 144 REFERENCES 148 Appendix A IRB Review Certification 156 Appendix B GEQ Questionnaire Design 157 Appendix C SUS Questionnaire Design 158 Appendix D Semi-structured interview questionnaire design 159

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