2016年年會論文 -數位遊戲與老人健康促進:批判的觀點
篇名
數位遊戲與老人健康促進:批判的觀點
Digital Games and Health Promotion in Older People: A Critical Perspective
作者
羅彥傑
中文摘要

儘管既有研究成果都指向數位遊戲對老人的益處,為何實際上它仍難以真正用來幫助老人改善認知、身體與社交功能?本文整理先前相關的期刊論文研究發現,提出批判性反思與三項可能答案:第一,現有研究成果常過度詮釋數位遊戲接觸使用與老人健康狀況改善的相關性為因果關係,不能排除是健康狀況佳的老人較易對玩數位遊戲表現較高使用滿意度與頻率。第二,老人即便瞭解玩數位遊戲可能促進健康,但需要的誘因與其他年齡團體不同。老人特別需要配偶協助或代間溝通(祖孫共玩),而非青少年玩家常見的男性情誼。第三,認知/身體障礙往往伴隨情緒障礙,使得這類老人玩數位遊戲的興致與機率大減。有鑑於多數數位遊戲本質上仍是以男性兒童、少年為設計對象,作者建議,若要讓電玩真正發揮幫助老人促進健康的效果,偏重敘事的數位遊戲內容、譬如角色扮演類電玩,可能是未來進一步思考的方向。

英文摘要

Despite the existing research results which tend to agree that digital games are good for older adults, why it is difficult for them to be practically and substantially used to improve the cognitive, physical and social functions in seniors? Based upon the previous journal articles, this paper offers the critical reflections and three possible answers. First, the existing literature often over-interpret the association of use and engagement of digital games with improving health status in older people as causal. It cannot be excluded that older people with better health status perform well in satisfaction and frequency. Second, even understanding that digital games bring health, older people still need some incentives other than younger ones do. They need especially the help from spouses or grandchildren (intergenerational communication), different from the “boyhood” style among the young. Third, cognitive/physical difficulties often come with emotional ones, making older people with this kind of problems less interested in playing. Given that most digital games essentially are focused upon boys and male adolescents, the author suggests that the narrative game content such as RPG videogames, may be worth considering and promoting at future.

中文關鍵詞
數位遊戲、健康促進、老人、電玩、敘事
英文關鍵詞
digital game, health promotion, older people, videogame, narrative
發表日期
2016/06/18
授權狀況
已授權