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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 曹承礎(Seng-Cho Chou) | |
| dc.contributor.author | Kai-Quan Zheng | en |
| dc.contributor.author | 鄭凱銓 | zh_TW |
| dc.date.accessioned | 2021-06-16T16:40:13Z | - |
| dc.date.available | 2012-10-12 | |
| dc.date.copyright | 2012-10-12 | |
| dc.date.issued | 2012 | |
| dc.date.submitted | 2012-09-25 | |
| dc.identifier.citation | [1] 盧德安(2011) :使用者持續使用網站之探討-以台大動動王活動為例
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| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/63414 | - |
| dc.description.abstract | 關於健康管理指引遵從度的研究在近年來越來越重要,因患有慢性疾病的人
在人口比例中越佔越大,這是一個全球性的健康問題。 雖然適當的鍛鍊和飲食控制及生活習慣的培養,被認定為能有效的提防慢性 疾病,但是健康指引的遵從度事實上並不高,在這篇研究中,我們推出一個在線 的智能社群競賽平台來幫助人們改善他們的生活方式,朝向為健康著想的方向。 過去的研究顯示,同儕支持在提升指引的遵從度的效率上扮演重要的角色,而正 確的目標設定和競賽要素也扮演另外一個重要的角色。以漸進目標的團隊為基礎 的競賽機制,充分利用在這個平台上以幫助使用者實現健康的生活方式。比較現 有的社群網站,只提供給尋找相似的病人功能和聊天室,這個以團隊競賽為基礎 的平台,不僅提供同儕支持,也提供改善自身習慣的目標,並且以人工智能引導 使用者改變自身的生活習慣。根據社會認知理論和馬斯洛需求理論,滿足用戶需 求的集體自尊需求和歸屬感需求,並激勵行為的改變。同時也應用解構式計劃行 為理論來探討使用者是否願意接受使用此系統。 本研究透過讓使用者實際使用此系統,並與對照組比較過後,得出了以下結 論:第一,使用者願意接受使用此系統,第二,使用者在使用此系統後生活習慣 確實有所改善。 | zh_TW |
| dc.description.abstract | The research of health care compliance becomes important since people with
chronic diseases now dominate a large population worldwide with health problems. Although proper exercise and diet control are known to be effective in preventing chronic diseases, compliance rate is rarely high due to delayed benefits. In this article we use an online and intelligent social gaming platform to help people improve their life styles for the sake of health. Literature reviews show that peer supporting plays one of the important roles in compliance effectiveness, while proper goal setting and gaming elements may play another role of motivating people in compliance. Incremental team-based gaming mechanism is leveraged on the platform to help people to achieve the healthy life style. Comparing to existing social networking websites, which provide only patient-like-me filtering and chat rooms, the team-based gaming mechanism offers not only peer supporting but also gaming with progressive goals, intelligently programmed by artificial intelligence. According to social cognitive theory and Maslow need-hierarchy theory, the proposed mechanism will fulfill user’s needs of collective self-esteems, and motivate behavior change. This Research also apply the Decomposed Theory of Planned Behavior to find the users will accept this platform or not. This study let users to actually use this system, and after comparison the result with the control group , we have this conclusion : First , the user is willing to accept this platform. Second , the users who use this platform have change their lifestyle and behavior significantly. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-16T16:40:13Z (GMT). No. of bitstreams: 1 ntu-101-R99725020-1.pdf: 1575365 bytes, checksum: e7bc50dbbddcad5e9296483f9c6740e2 (MD5) Previous issue date: 2012 | en |
| dc.description.tableofcontents | 中文摘要............................................................II
Abstract...........................................................III 目錄................................................................IV 表次................................................................VI 圖次...............................................................VII 第一章、 緒論........................................................1 1.1 研究動機與背景...............................................1 1.2 研究目的.....................................................3 1.3 研究流程.....................................................4 第二章、 文獻探討....................................................5 2.1 使用者動機和行為改變.........................................5 2.1.1 使用平台與行為的動機...................................5 2.1.2 社會認知理論...........................................5 2.1.3 賽局要素和自我重視.....................................7 2.1.4 馬斯洛行為需求理論.....................................7 2.2 同儕支持與健康的影響.........................................9 2.3 相似的網站..................................................11 2.4 解構式計劃行為理論..........................................12 2.4.1 科技接受模式..........................................12 2.4.2 計畫行為理論..........................................12 2.4.3 創新擴散理論..........................................12 2.4.4 解構式計畫行為理論....................................13 第三章、 系統設計...................................................15 3.1 實驗方法和流程..............................................15 3.2 系統架構....................................................16 3.3 系統單元設計和理念..........................................18 3.3.1 社群網路競賽和模組....................................18 3.3.2 服務組合模組..........................................19 3.3.3 社交媒體和人工智能....................................20 第四章、 實驗數據與結果分析.........................................23 4.1 實驗方法....................................................23 4.1.1 實驗流程..............................................23 4.1.2 評估方法..............................................24 4.1.3 系統功能與使用者參與..................................24 4.2 結果分析與討論..............................................28 4.2.1 背景資料分析..........................................28 4.2.2 受試者對於系統接受度..................................31 4.2.3 受試者實際使用情形....................................39 第五章、 研究結論與貢獻.............................................43 5.1 結論與貢獻..................................................43 5.2 研究限制....................................................44 5.3 未來發展與建議..............................................45 參考文獻............................................................46 | |
| dc.language.iso | zh-TW | |
| dc.subject | 社群網路 | zh_TW |
| dc.subject | 社群競賽 | zh_TW |
| dc.subject | 個人集體自尊 | zh_TW |
| dc.subject | 同儕支持 | zh_TW |
| dc.subject | 使用者行為 | zh_TW |
| dc.subject | peer support | en |
| dc.subject | social networking | en |
| dc.subject | user behavior | en |
| dc.subject | collective self-esteem | en |
| dc.subject | Social gaming | en |
| dc.title | 使用IT介入健康管理計畫促成社群競賽、同儕支援,提高健康指引遵從度 | zh_TW |
| dc.title | Social gaming variables, peer support,and compliance in health promotion program | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 100-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 陳鴻基(Houn-Gee Chen),林俊叡(Raymund Lin) | |
| dc.subject.keyword | 社群競賽,個人集體自尊,同儕支持,使用者行為,社群網路, | zh_TW |
| dc.subject.keyword | Social gaming,collective self-esteem,peer support,user behavior,social networking, | en |
| dc.relation.page | 50 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2012-09-26 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 資訊管理學研究所 | zh_TW |
| 顯示於系所單位: | 資訊管理學系 | |
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