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系統識別號 U0026-1701202007002400
論文名稱(中文) 探討遊戲化策略於年長者身體活動促進
論文名稱(英文) Gamification Strategies to Promote Physical Activity in Seniors
校院名稱 成功大學
系所名稱(中) 工業設計學系
系所名稱(英) Department of Industrial Design
學年度 108
學期 1
出版年 108
研究生(中文) 郭家銘
研究生(英文) Chia-Ming Kuo
學號 P36064132
學位類別 碩士
語文別 中文
論文頁數 176頁
口試委員 指導教授-陳璽任
口試委員-馬敏元
口試委員-何俊亨
口試委員-陳俊智
中文關鍵字 年長者  說服科技  遊戲化  身體活動 
英文關鍵字 Senior  Persuasive Technology  Gamification  Physical Activity 
學科別分類
中文摘要 身體活動對於年長者來說極其重要,從事身體活動可使年長者遠離心血管疾病、癌症、高血壓等慢性生理疾病,對其大腦認知能力也有相當大的幫助。這些身體活動帶來的益處,可延緩年長者的老化問題,並且改善其生活品質,帶來幸福感。然而同時,因為年長者感知到自己能力的下降,導致對於從事身體活動的信心降低。故如何促進年長者從事身體活動,成為一個重要的課題。
因為科技的進步,說服科技與遊戲化理論漸漸受到重視,許多研究開始探討如何運用說服科技以及遊戲化元素,來引導使用者進行行為改變。近年來有關於遊戲化策略的研究趨勢,逐漸從大群體轉移至探討個體差異,然而關於應用遊戲化策略於年長者的研究相當稀少。故本研究首先調查年長者偏好的遊戲化策略,並根據結果開發兩款運用不同遊戲化策略的應用程式:Gamifitness A 與Gamifitness S,再進行為期五週的行為實驗,透過質性訪談的方式了解年長者對於遊戲化策略運用於身體活動時的觀點。主要結果發現如下:1). 年長者較為偏好明確的設計,需要讓他們充分了解機制設計的目的與意義;2). 年長者喜好立即且正面的回饋,從中得到自信心;3). 避免過度強調遊戲,需要讓年長者認知到應用程式是為了自身身體活動;4). 避免在遊戲中獲得負面壓力,若失去自信心,年長者會放棄使用;5). 適當的利用社會型獎賞,可以增加其自我效能;6). 需妥善設計機制難度以及界面,避免讓年長者覺得困惑、認為在使用上有阻撓。
英文摘要 Physical activity is extremely important for seniors. Engaging in physical activity can keep seniors away from chronic physiological diseases such as cardiovascular disease, cancer, and hypertension, and it can also improve their brain cognitive ability. The benefits of these physical activities can delay the aging process of seniors and improve their quality of life. However, because seniors perceive a decline in their ability, they lose confident in physical activity. Therefore, how to promote seniors to engage in physical activity has become an important issue. Due to the advancement of science and technology, the theory of persuasive technology and gamification has gradually gained attention. Many studies have begun to explore how to use persuasive technology and gamification elements to guide users to conduct behavior changes. In recent years, there has been a research trend on gamification strategies, which has gradually shifted from large groups to exploring individual differences. However, research on the application of gamification strategies to seniors is relatively scarce. Therefore, this research first investigated the gamification strategies preferred by seniors, and developed two applications that use different gamification strategies based on the results: Gamifitness A and Gamifitness S, and then conducted a five-week behavioral experiment to understand through qualitative interviews.
The main findings are as follows: 1). Seniors prefer accurate design and need to fully understand the purpose and significance of game mechanism design; 2). Seniors like immediate and positive feedback to gain self-confidence; 3). Avoid over-emphasis on gameplay, seniors need to be aware that the app is for physical activity; 4). Avoid negative pressure in the game, if they lose self-confidence, the seniors will give up using it; 5). Appropriate use of social rewards can increase self-efficacy in seniors; 6). Need to properly design the difficulty and interface to avoid confusing older people.
論文目次 摘要 i
SUMMARY ii
ACKNOWLEDGEMENTS iii
TABLE OF CONTENTS iv
LIST OF TABLES vi
LIST OF FIGURES vii
CHAPTER 1 INTRODUCTION 1
1.1 Research Background 1
1.2 Research Objectives 2
CHAPTER 2 LITERATURE REVIEW 4
2.1 Aging Problems 4
2.2 Persuading Technology and Gamification Theory 4
2.2.1 Persuasive Technology 4
2.2.2 Gamification 5
2.2.3 Gamification Strategies to Improve Motivation 5
2.2.4 Octalysis Framework 6
2.2.5 Summary 7
2.3 Gamification Strategy and Different Users 9
2.4 Literature Review Summary 10
CHAPTER 3 SURVEY OF SENIORS’ PERCEPTION TOWARD GAMIFICATION STRATEGIES 11
3.1 Participants for the Online Questionnaire 12
3.2 Questionnaire Design 12
3.3 Results of Gamification Strategy Perception Survey 13
3.4 Discussion of Gamification Strategy Perception Survey 14
3.4.1 Gamification Strategies for Different Gamer Types 15
3.4.2 Comparing Driving Scores within The Group 15
CHAPTER 4 VERIFICATION OF GAMFICATION STRATEGY SYSTEM 17
4.1 Research Instrument 17
4.1.1 Mi Band 3 17
4.1.2 Gamifitness 18
4.2 Experiment Design and Process 19
4.3 Experiment Participants 20
4.4 Results of Gamification Strategy System Verification 20
4.4.1 Differences Between Online Questionnaires and Actual Interview Results 21
4.4.2 Comparing Gamifitness A and Gamifitness S 22
4.4.3 Step Measurement Results 22
4.5 Discussion of Gamification Strategy System Verification 24
4.5.1 The Importance of Social Support for Seniors 24
4.5.2 Discussion on Gamification Strategy 24
CHAPTER 5 General discussion 27
5.1 Differences between Online Questionnaires, Pre-experience Interviews and Post-Experience Interviews 27
5.2 Not All Gamification Strategies Can Drive Seniors to Do Physical Activity 27
5.3 Gamification Design for Seniors 28
CHAPTER 6 Conclusions and Suggestion 30
6.1 Conclusion 30
6.2 Future Work and Suggestions 31
REFERENCES 33
Appendix A Cluster analysis tree diagram of preferences for various gamification strategies 37
Appendix B Step Upload Instructions 38
Appendix C Outline of the first interview 39
Appendix D Outline of the third interview 43
Appendix E Outline of the fourth interview 45
Appendix F Chinese version 47
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