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 | 是 |
| 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 27 → 2012 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 | 2012/03/27 → 2012/03/30 |
UN SDG
此研究成果有助於以下永續發展目標
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SDG 3 健康與福祉
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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