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系統識別號 U0026-2808201220121200
論文名稱(中文) 探索高齡使用者對遊戲科技接受度之研究:以蘭花養成遊戲為例
論文名稱(英文) Exploring the Elder User Acceptance of Gaming Technology: A Study of Orchid Gardening Game
校院名稱 成功大學
系所名稱(中) 企業管理學系專班
系所名稱(英) Department of Business Administration (on the job class)
學年度 100
學期 2
出版年 101
研究生(中文) 林律裕
研究生(英文) Lu-Yu Lin
學號 r47981200
學位類別 碩士
語文別 中文
論文頁數 83頁
口試委員 指導教授-陳淑惠
口試委員-李榮顯
口試委員-余明助
口試委員-鄭文英
中文關鍵字 高齡者  遊戲科技接受度  認知娛樂性  自我效能  社會互動 
英文關鍵字 Elderly  Gaming Technology Acceptance  Perceived Enjoyment  Self-efficacy  Social Interaction 
學科別分類
中文摘要 醫療科技的進步以及公共健康、營養和安全方面的不斷改進,使得人們平均壽命提高,且由於出生率的降低,全球人口正以前所未見的速度老化。面臨全球人口的持續高齡化,高齡人口的身心照護等更顯重要。國立成功大學王駿發教授開世界之先河,提出「橘色科技」,強調人本與人道關懷,透過跨領域的合作,讓科技成為打造幸福的工程師,其中一項即落實於高齡者之健康照護與疾病預防。過往高齡者應用資訊科技的研究多偏重在科技對高齡者的生理照護,或適合高齡者之科技使用界面設計研究為主,少有涉及對高齡者心理層面之關懷,本研究企圖藉由遊戲科技(以蘭花養成遊戲為例),探討高齡者心理層面之娛樂需求、自我效能及社會互動,尋找適合高齡者之數位遊戲科技及其接受模式。
本研究之研究方法為質性研究之個案研究法,並以二階段之探索性專家訪談、焦點使用群體訪談進行資料蒐集及分析;再將訪談結果對照相關研究文獻,進行交互檢定,以多元驗證本研究之命題,並依據研究命題提出「高齡使用者遊戲科技接受度」假說。研究結果歸納出高齡使用者對遊戲科技接受度的六個核心範疇,分別為認知有用性、認知易用性、認知娛樂性、自我效能、社會互動及行為意圖。認知有用性又區分為改善記憶力、知識學習二個議題;社會互動則有人際互動及社會支持二個議題。各核心範疇之關係為:高齡使用者遊戲科技之認知易用性、認知娛樂性、自我效能的程度會影響對遊戲的認知有用性;而對遊戲科技之社會互動的程度則會影響高齡者對遊戲的認知有用性、認知易用性、認知娛樂性;此外,高齡使用者對遊戲之認知易有性、認知用用性、認知娛樂性程度亦會影響對遊戲科技採用之行為意圖。本研究根據研究結果,對遊戲產業建議之適合高齡使用者遊戲科技應:操作介面簡單易學;考量高齡者生理機能限制;提供高齡者生活上幫助;增進高齡者人際互動;透過社會支持系統協助使用。
英文摘要 Average life expectancy has increased because of the improvement of medical technology, public health, nutrition, and safety. Low birth rate accelerated global aging population problem. Physical and mental care for elderly population became very important issue at our contemporary society. “Orange Technology,” first theorized by Professor Jhing-Fa Wang (National Cheng Kung University, Taiwan), emphasizing humane care and technology interdisciplinary cooperation, expects new technology will become the source of people’s happiness. Some of the topics of “Orange Technology” are health care and disease prevention for elderly population. The conventional research on using high technology of the elderly focuses on physical care of the elderly or the interface design suitable for the elderly, and rarely involves in the psychological care of the elderly. This research attempts using the game technology (game of growing the orchids) to explore the psychological entertainment needs, self-efficacy, social interaction for the elderly, and to find the proper model for the elderly to accept the game technology.
In the research, we adopt qualitative research method as the case study research. It makes the exploring expert interview in the first stage and the focus user interview in the second stage to do data collection and analysis. We further compare the analysis result with the related research and do interactive examination to verify the research proposition, and propose a gaming technology acceptance for the elderly. The result of our analysis shows that there are six core categories of the gaming technology acceptance for the elderly, namely perceived usefulness, perceived ease of use, perceived enjoyment, self-efficiency, social interaction, and behavioral intention to use. Two issues, the improvement of memory and knowledge learning, are involved in the perceived usefulness, and two issues, interpersonal interaction and social support, in the social interaction. The relationship between the six cores is: the perceived ease of use, perceived enjoyment, and self-efficiency have effects upon the perceived usefulness; the social interaction has a impact on the perceived usefulness, perceived ease of use and perceived enjoyment; the perceived usefulness, perceived ease of use and perceived enjoyment have effects on the gaming technology acceptance for the elderly. According to the results of this study, the suggestions for elderly-users gaming technology are: making an easily-learning interface, considering the elderly user’s physiological limitations, providing the life help, improving the elderly user’s interpersonal interaction and assisting the elderly by social support system.
論文目次 摘要 I
Abstract II
誌謝 III
目錄 IV
表目錄 VI
圖目錄 VII
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機 2
第三節 研究目的 4
第四節 研究流程 5
第二章 文獻探討 7
第一節 高齡者 7
第二節 高齡數位遊戲產業與市場 9
第三節 科技接受度(Technology Acceptance) 11
第四節 社會互動 18
第五節 Pre-model 23
第三章 研究方法 24
第一節 研究設計 24
第二節 專家訪談 25
第三節 焦點團體訪談 26
第四節 蘭花養成遊戲 28
第四章 研究結果 33
第一節 探索性專家訪談結果 33
第二節 焦點團體訪談結果 36
第三節 高齡使用者遊戲科技接受度假說 56
第五章 結論與建議 57
第一節 結果與建議 57
第二節 研究貢獻 63
第三節 研究限制 64
第四節 後續研究建議 65
參考文獻 66
附錄一、高齡者對遊戲科技接受度之研究 焦點使用者訪談大綱 74
附錄二、使用者訪談內容語幹分析 75
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