Using somatosensory video games to promote quality of life for the elderly with disabilities

Shang Ti Chen*, Yueh Guey Laura Huang, I. Tsun Chiang

*此作品的通信作者

研究成果: 書貢獻/報告類型會議論文篇章

25 引文 斯高帕斯(Scopus)

摘要

The purpose of this study was to explore health benefits of using somatosensory video games (SVG) on older adults with disabilities. A total of 61 participants aged 65-92 in a nursing home were recruited and 22 of them voluntarily agreed to be in the experimental group with 4-week SVG trainings. Health-Related Quality of Life (HRQOL), SF-8 (Quality Metric), was used to measure and to compare before and after the intervention in both groups. ANCOVA in SPSS 18.0 was used to analyze the data. Results of HRQOL showed that general health, physical function, role physical, and body pain in physical component summary and social functioning in mental component summary were significantly improved after the intervention. The study concluded that somatosensory video games had a great potential to be used as a health promotion tool for the elderly with disabilities. Case studies and qualitative approaches in further researches were suggested to understand the efficacy of this SVG intervention and to design individualized technology-based intervention programs for the elderly with special needs to promote their optimal health.

原文英語
主出版物標題Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
頁面258-262
頁數5
DOIs
出版狀態已發佈 - 2012
對外發佈
事件2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012 - Takamatsu, Kagawa, 日本
持續時間: 2012 3月 272012 3月 30

出版系列

名字Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012

會議

會議2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
國家/地區日本
城市Takamatsu, Kagawa
期間2012/03/272012/03/30

ASJC Scopus subject areas

  • 電腦繪圖與電腦輔助設計
  • 電腦視覺和模式識別
  • 人機介面
  • 軟體

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