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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 黃柏堯 | zh_TW |
dc.contributor.advisor | Po-Yao Huang | en |
dc.contributor.author | 閻宣如 | zh_TW |
dc.contributor.author | Hsuan-Ju Yen | en |
dc.date.accessioned | 2024-02-23T16:11:03Z | - |
dc.date.available | 2024-02-24 | - |
dc.date.copyright | 2024-02-23 | - |
dc.date.issued | 2024 | - |
dc.date.submitted | 2024-02-07 | - |
dc.identifier.citation | 江建璁. (2019). 人與物交纏: 自我追蹤實踐中的跑者拼裝體.
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The importance of the social environment for physically active lifestyle—results from an international study. Social Science & Medicine, 52(1), 1-10. Steinhage, A. L., Cable, D., & Wardley, D. P. (2015). Winning through cheating or creativity: how emotions influence behavioral choice in competition. Academy of Management Proceedings, Suh, A., Cheung, C. M. K., Ahuja, M., & Wagner, C. (2017). Gamification in the Workplace: The Central Role of the Aesthetic Experience. Journal of Management Information Systems, 34(1), 268-305. https://doi.org/10.1080/07421222.2017.1297642 Suh, A., Cheung, C. M. K., & Lin, Y. (2022). Meaningful engagement with a gamified knowledge management system: theoretical conceptualization and empirical validation. Industrial Management & Data Systems, 122(5), 1355-1383. https://doi.org/10.1108/IMDS-07-2021-0454 Svenaeus, F. (2023). The Phenomenology of Objectification in and Through Medical Practice and Technology Development. 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JMIR Mhealth Uhealth, 10(2), e27794. https://doi.org/10.2196/27794 Zagal, J. P., Mateas, M., Fernández-Vara, C., Hochhalter, B., & Lichti, N. (2005). Towards an ontological language for game analysis. DiGRA Conference, Zheng, E. L. (2021). Interpreting fitness: self-tracking with fitness apps through a postphenomenology lens. AI & SOCIETY. https://doi.org/10.1007/s00146-021-01146-8 Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O''Reilly Media. https://books.google.com.tw/books?id=Hw9X1miVMMwC Zwetsloot, G. I., van Scheppingen, A. R., Dijkman, A. J., Heinrich, J., & den Besten, H. (2010). The organizational benefits of investing in workplace health. International Journal of Workplace Health Management, 3(2), 143-159. | - |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/91828 | - |
dc.description.abstract | 研究背景
近十年來「遊戲化」(gamification)設計作為職場健康促進的介入方式已成為熱門的公衛研究議題,然而過去研究多探討遊戲介入與健康成效之關聯,較少研究從職場中不同關係人的實作角度—亦即從遊戲推動者與參與者的觀點來理解介入的落實脈絡;同時,當遊戲涉及穿戴式裝置等科技輔助,使用者相異的感知與體驗如何影響健康實踐為值得深入的議題。本論文以台灣北部某公司為田野,以職場健康遊戲化過程作為發問對象,思索「職場健康遊戲化」如何在不同關係人之間作用,藉由遊戲化理論與公衛行為視角討論職場脈絡下遊戲的種種元素如何觸發參與者行動,深入個人與遊戲互動的經驗,為遊戲化理論與健康促進實務上提出建議。 研究方法 本研究以北區參與遊戲介入的某企業作為研究場域,以立意取樣與滾雪球的方式,針對十六名企業中計畫參與者及相關之利害關係人進行半結構訪談,訪談平均時長1.5小時,後續將訪談內容轉換為逐字稿後進行主題式分析,同時輔以企業田野調查與視覺化圖像闡釋增加資料多元性。 研究結果 本文有三個主要發現:第一,職場健康遊戲化的落實須納入企業文化、遊戲設計與科技輔助的視角方能全面理解,計畫效果也須納入多重利害關係人的觀點分析;第二,遊戲化機制得以作為職場促發健康行為的有效手段,但需注意設計手段的潛在影響,包括團隊過度競爭、健康資料隱私保護與對健康數據意義的合理解讀;第三,科技健康管理與數據監控有助於強化健康意識,而數據的意義需放置於脈絡下理解,設計的有效性也須納入更多解讀,方能精進以符合使用者的需求。 結論 後疫情時代下職場健康議題重要性更加彰顯,本文透過深入一運動風氣盛行之田野探索其文化氛圍如何主導遊戲參與者的健康實踐,探索結合科技健康管理應用於行為改變的經驗,以充實遊戲化理論在台灣的脈絡,並拓展職場健康計畫發展之視野,針對未來政策與實務方向提供更多的建議。 | zh_TW |
dc.description.abstract | In the past decade, gamification has emerged as a widespread public health research topic for promoting workplace health. However, previous studies have predominantly explored the correlation between gamified interventions and health outcomes, with a limited investigation into the practical perspectives of different stakeholders in the workplace—specifically, understanding the implementation context from the viewpoints of both game facilitators and participants. Concurrently, the impact of diverse user perceptions and experiences on health practices, especially when games involve technological aids such as wearable devices, remains a compelling issue warranting further exploration.
This paper examined the gamification and workplace health promotion, using a company in Northern Taiwan as the site of investigation. It contemplated how workplace health gamification operates among various stakeholders, employing gamification theories and a public health behavioral perspective to examine how different elements of games work within the workplace context. The thesis provided recommendations for applying gamification theories in health promotion by delving into the experiential interaction between individuals and games. In this study, we used purposive sampling and a snowballing technique to select a corporate entity in the northern region as its research field. Sixteen participants and relevant stakeholders within the organization were targeted for semi-structured interviews, with an average interview duration of 1.5 hours. Subsequently, the interview content was transcribed verbatim and subjected to thematic analysis. Additionally, the research utilized corporate field observations and visual representations to enhance the diversity of the data. This study yielded three key findings. Firstly, implementing workplace health gamification necessitates a comprehensive understanding that incorporates perspectives on corporate culture, game design, and technological assistance. Secondly, the analysis of project effectiveness should consider the viewpoints of multiple stakeholders. Gamification mechanisms can serve as effective means for promoting health behaviors in the workplace. However, we should pay attention to the potential impacts of design choices, including issues such as excessive team competition, protection of health data privacy, and the reasonable interpretation of health data. Thirdly, integrating technology in health management and data monitoring strengthens health awareness. Nevertheless, the context of the data interpretation should be known, and the effectiveness of designs should involve broader interpretations to better align with user needs. The significance of workplace health issues has become increasingly important. This thesis revealed how the cultural atmosphere influences the health practices of game participants. It investigated the integration of technology in health management for behavior change, aiming to enrich the application of gamification theory within the context of Taiwan. Furthermore, it expanded the perspective on developing workplace health programs, offering additional recommendations for future policy and practical directions. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2024-02-23T16:11:03Z No. of bitstreams: 0 | en |
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dc.description.tableofcontents | 口試委員會審定書 i
誌謝 ii 中文摘要 iv 英文摘要 vi 圖次 x 表次 xi 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 5 第三節 研究重要性 6 第二章 文獻探討 7 第一節 職場健康 7 第一項 職場健康促進的發展與重要性 7 第二項 國內外職場健康促進推動案例與議題 8 第三項 職場健康促進推動的影響因素 11 第四項 臺灣職場健康促進的推動現況與缺口 15 第二節 遊戲化 (Gamification) 17 第一項 遊戲化介紹 17 第二項 職場遊戲化的案例研究 18 第三項 遊戲化應用上的議題 19 第三節 遊戲化脈絡下的健康數據詮釋 20 第三章 研究方法 24 第一節 研究田野 25 第一項 職場健康挑戰賽介紹 25 第二項 受訪企業介紹 26 第二節 研究受訪者 26 第三節 招募過程與方法 28 第四節 資料搜集 29 第五節 資料分析 34 第六節 研究者本身 35 第七節 研究倫理 36 第四章 研究結果 37 第一節 建構運動為首的健康文化 38 第二節 遊戲化健康職場 46 第三節 遊戲實作下的健康數據 57 第四節 科技輔助健康管理 68 第五章 討論 82 第六章 結論與建議 87 第一節 研究限制 89 第二節 未來研究與實務建議 90 第三節 研究者反思 94 參考文獻 96 | - |
dc.language.iso | zh_TW | - |
dc.title | 職場健康與遊戲化的質性研究 —以北區某企業為例 | zh_TW |
dc.title | A qualitative study of gamification and workplace health - The case study of an enterprise in northern Taiwan | en |
dc.type | Thesis | - |
dc.date.schoolyear | 112-1 | - |
dc.description.degree | 碩士 | - |
dc.contributor.oralexamcommittee | 官晨怡;張齡尹;廖邕 | zh_TW |
dc.contributor.oralexamcommittee | Chen-I Kuan;Ling-Yin Chang;Yung Liao | en |
dc.subject.keyword | 遊戲化,健康促進,職場健康,數位健康,穿戴式裝置,健康數據, | zh_TW |
dc.subject.keyword | gamification,health promotion,workplace health,digital health,wearable device,health data, | en |
dc.relation.page | 108 | - |
dc.identifier.doi | 10.6342/NTU202400623 | - |
dc.rights.note | 未授權 | - |
dc.date.accepted | 2024-02-08 | - |
dc.contributor.author-college | 公共衛生學院 | - |
dc.contributor.author-dept | 健康行為與社區科學研究所 | - |
顯示於系所單位: | 健康行為與社區科學研究所 |
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