학술논문

中高齡者使用體感遊戲式運動之研究:以Switch RingFit Adventure為例 / Evaluation of User Experience with Exergames for Older Adults:Switch RingFit Adventure as an Example
Document Type
Conference Proceeding
Author
Source
數位媒體設計國際研討會論文集. p260-265. 6 p.
Subject
體感遊戲
成功老化
中高齡者
使用者經驗
exergames
successful aging
middle-aged and older adults
user experience
Language
繁體中文
ISSN
2078-4775
Abstract
In recent years, the gradual rise of sports, combined with science and technology and interactive game exercise, to provide a new state of exercise, physical cognition and function is one of the important indicators of successful aging, improve physical activity can reduce the risk of chronic diseases, if the physical sense of game movement to maintain the physical function of the elderly, it will be a great help. Therefore, this study takes the user experience as the core, from the middle-aged operating body movement Switch RingFit Advanture to understand the feeling of use, and 12 people over 45 years of age with physical activity ability as the object, System Usability Scale (SUS) and through semi-structured interviews to understand the use of physical sense of the game will and operational process problems encountered by the elderly. By understanding the problems of middle-aged and elderly people, and then 5Es analysis and induction of the data to sort out the ease of use needs, in order to facilitate the follow-up design phase of reference. The results of this study learned that middle-aged and elderly people have a high degree of willingness to use sports, mainly interactive games and users have links, and sports training is challenging. In the SUS questionnaire scale average good grade, after experimental records and interviews found that the middle-aged and elderly subjects in the picture operation teaching, confirmation of movement posture can't be immediately compared, and too many dynamic objects lead to distraction.

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