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  1. NTU Theses and Dissertations Repository
  2. 公共衛生學院
  3. 健康政策與管理研究所
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/7547
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???org.dspace.app.webui.jsptag.ItemTag.dcfield???ValueLanguage
dc.contributor.advisor陳端容
dc.contributor.authorI-Han Chenen
dc.contributor.author陳奕翰zh_TW
dc.date.accessioned2021-05-19T17:46:08Z-
dc.date.available2021-10-09
dc.date.available2021-05-19T17:46:08Z-
dc.date.copyright2018-10-09
dc.date.issued2018
dc.date.submitted2018-07-26
dc.identifier.citationBetker, A. L., Szturm, T., Moussavi, Z. K., & Nett, C. (2006). Video game–based exercises for balance rehabilitation: a single-subject design. Archives of physical medicine and rehabilitation, 87(8), 1141-1149.
Brox, E., Fernandez-Luque, L., & Tøllefsen, T. (2011). Healthy gaming–video game design to promote health. Applied clinical informatics, 2(02), 128-142.
Chang, Y.-H., Hwang, J.-H., Fang, R.-J., Lu, Y.-T., & Lin, Y.-K. (2017). A Kinect-and Game-Based Interactive Learning System. Eurasia Journal of Mathematics, Science and Technology Education, 13(8), 4897-4914.
Chen, S.-T., Huang, Y.-G. L., & Chiang, I.-T. (2012). Using somatosensory video games to promote quality of life for the elderly with disabilities. Paper presented at the Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2012 IEEE Fourth International Conference on.
Eltoukhy, M. A., Kuenze, C., Oh, J., & Signorile, J. F. (2018). Validation of static and dynamic balance assessment using Microsoft Kinect for young and elderly populations. IEEE journal of biomedical and health informatics, 22(1), 147-153.
Lange, B., Flynn, S., Chang, C.-Y., Liang, W., Si, Y., Nanavati, C., & Chieng, C.-L. (2011). Development of an interactive stepping game to reduce falls in older adults. International Journal on Disability and Human Development, 10(4), 331-335.
Lin, Y. Y., & Huang, C. S. (2016). Aging in Taiwan: Building a Society for Active Aging and Aging in Place. Gerontologist, 56(2), 176-183.
Osterwalder, A., & Pigneur, Y. (2010). Business model generation: a handbook for visionaries, game changers, and challengers: John Wiley & Sons.
Pan, M.-S., Hsu, W.-C., Liu, C.-H., Huang, K.-C., & Cheng, C.-F. (2017). InstantGaming: Playing somatosensory games using smartwatches and portable devices. Paper presented at the Applied System Innovation (ICASI), 2017 International Conference on.
Teh, P.-L., Ahmed, P. K., Goonetilleke, R. S., Au, E. Y. L., Cheong, S.-N., & Yap, W.-J. (2014). Viewing versus experiencing in adopting somatosensory technology for smart applications. Pacific Asia Journal of the Association for Information Systems, 6(3).
Tsai, T.-H., Wong, A. M.-K., Hsu, C.-L., & Tseng, K. C. (2013). Research on a community-based platform for promoting health and physical fitness in the elderly community. PloS one, 8(2), e57452.
United Nations. (2017). 2017 Revision of World Population Prospects Retrieved June 1, 2018, from https://esa.un.org/unpd/wpp/
Whyatt, C., Merriman, N. A., Young, W. R., Newell, F. N., & Craig, C. (2015). A Wii bit of fun: a novel platform to deliver effective balance training to older adults. Games for health journal, 4(6), 423-433.
Yu, C.-W., & Rau, P.-L. P. (2015). Studying the acceptance of somatosensory game for Chinese square dancers. Procedia Manufacturing, 3, 2213-2218.
李蘭, 晏涵文, 陳富莉, 陸玓玲, 吳文琪, & 江宜珍. (2010). 健康行為與健康教育: 臺北: 巨流圖書, 2010.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/7547-
dc.description.abstract聯合國的報告顯示超過60歲的族群,人口成長率是最高的,而老年人因為缺乏肌力,通常運動量會比較少.這個研究想要調查體感遊戲 是否可以增進社區老人的健康 (體適能,生活品質,以及社交的網絡). 總共有70位老人家加入這個實驗研究,其中35位是實驗組,另外35位是控制組.實驗組的參與者 每週兩次在健康中心裡面玩微軟的Xbox Kinect體感遊戲,為期六個月. 計劃結束後,實驗組的體適能以及社交的網絡,有顯著進步,還有SF8健康問卷也顯示出實驗組在生活品質上的PCS (physical component summary),特別是bodily pain有所改善.我們使用RE-AIM模式 來為評估這次介入的成果,並對於未來類似的計劃提出了建議.針對Kinect停產,我們延伸出從體感遊戲到正經遊戲的概念,最後我們討論了可能的商業模式,來擴展整個計劃的成長與持續影響力.zh_TW
dc.description.abstractThe United Nation report shows that the growth rate of population aged 60 or over is highest among all age groups. Due to lack of muscle strength, older adults tend to exercise less. This study aims to explore whether playing somatosensory games may improve the physical health, quality of life and social network of the elderly. 70 seniors (35 as experimental group, 35 as control) were recruited. The experimental group played Microsoft Xbox Kinect games twice per week in a local health center. After 6 months, the physical fitness (body composition analysis, muscular analysis, flexibility) and social network of experimental group members showed improvement. Also, SF8 health survey revealed that experimental group perceived quality of life enhancement in the PCS (physical component summary), particularly bodily pain. We used RE-AIM model to evaluate the intervention program and made suggestions for future replication. In response to the phase-out of Kinect, we expand to serious game concept and discuss potential business model patterns for scale-up.en
dc.description.provenanceMade available in DSpace on 2021-05-19T17:46:08Z (GMT). No. of bitstreams: 1
ntu-107-P05848009-1.pdf: 1458191 bytes, checksum: 47173240764e0728bf1fb7b23156fc56 (MD5)
Previous issue date: 2018
en
dc.description.tableofcontentsAcknowledgements ii
中文摘要 iii
Abstract iv
目錄 v
表目錄 vi
圖目錄 vii
1. Introduction 1
1.1 Background 1
1.2 Purpose of the study 2
2. Literature Review 3
2.1 Value proposition 3
2.2 Value Creation 5
2.3 Value Delivery 7
2.4 Value Capture 8
3. Methods 9
3.1 Scope 9
3.2 Procedures 10
3.3 Xbox Kinect Games 11
3.4 Test Subjects 16
4. Results 17
4.1 Physical Fitness 18
4.2 Quality of Life 20
4.3 Social Network 21
5. Discussion 22
6. Limitations and suggestions 25
7. Conclusions 27
References 31
dc.language.isoen
dc.title從體感遊戲到正經遊戲-
運用遊戲改善社區老人的健康
zh_TW
dc.titleFrom somatosensory games to serious games:
Using games to improve health of the elderly in a community
en
dc.typeThesis
dc.date.schoolyear106-2
dc.description.degree碩士
dc.contributor.coadvisor陳雅美
dc.contributor.oralexamcommittee曾俊儒
dc.subject.keyword體感遊戲,正經遊戲,老人健康,商業模式,zh_TW
dc.subject.keywordsomatosensory game,serious game,health of the elderly,business model,en
dc.relation.page31
dc.identifier.doi10.6342/NTU201801947
dc.rights.note同意授權(全球公開)
dc.date.accepted2018-07-27
dc.contributor.author-college公共衛生學院zh_TW
dc.contributor.author-dept健康政策與管理研究所zh_TW
Appears in Collections:健康政策與管理研究所

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