Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/131307


Title: 透過遊戲化觀點設計行動應用服務提升家庭照顧者之自我照顧動機
Increasing Motivation for Self-Care of Family Caregivers with Mobile Services: A Gamification Perspective
Authors: 李昀臻
Lee, Yun-Zhen
Contributors: 廖峻鋒
陳宜秀

Liao, Chun-Feng
Chen, Yi-hsiu

李昀臻
Lee, Yun-Zhen
Keywords: 遊戲化設計
家庭照顧者
自我照顧
行動應用服務
gamification
family caregiver
self-care
mobile services
Date: 2020
Issue Date: 2020-08-03 18:34:19 (UTC+8)
Abstract: 臺灣社會深受華人傳統家庭倫理觀念影響,使家庭照顧者自願或被迫無償地擔負照顧家中失能長輩的工作,長期缺乏自我照顧,致使其身心俱疲。本研究欲探討:如何利用遊戲化設計引發並維持自我照顧行為動機,引導家庭照顧者提升對自身需求的關注,懂得適時抽離照顧職責、爭取自我照顧的空間,進而提升生活品質。
本研究為質性研究,採深度訪談法,以家庭照顧者與照顧者福利研究專家學者為研究對象。實作LINE聊天機器人Carelendar作原型工具,實現遊戲化設計概念,而後徵集四位家庭照顧者測試原型。最後整理分析使用者經驗,提出服務改善建議,供予未來規劃家庭照顧者支持性服務措施與遊戲化設計專案參考。
研究結果顯示:家庭照顧者確有時間不屬於自己、被家人綁住的困擾,然而在滿足自身需求與被照顧者需求取捨之間,往往選擇犧牲自己,導致自我照顧缺失;經由Carelendar提醒,除了讓家庭照顧者較頻繁地想到應多照顧自己,也使其感覺到自己備受關心,有助於紓解負面情緒。
本研究發現,遊戲化策略中最廣泛被使用的機制,如徽章、等級、點數等成就系統,並不適合用來提升家庭照顧者的自我照顧動機,因為照顧者的成就感更多是來自被照顧者的健康狀況有所改善。透過虛擬角色製造生動的互動,能製造期待,增加照顧者使用Carelendar的動機,而頻繁地接收到督促其自我照顧的訊息。增加有意義的選擇,或更自訂階段性目標,能增加使用Carelendar的樂趣,但迫於時間資源有限,不見得能真正付諸行動。
本研究認為使用遊戲化的行動應用服務介入家庭照顧問題情境,能夠作為心理支持性服務的一環,紓解家庭照顧者的負面情緒,透過互動深化其自我照顧意向,重新打造更好的照顧體驗。
Deeply Influenced by Chinese social tradition, it is common in Taiwan that family caregivers assist their aging family members confronted with declining functional abilities without payments, while their own psychological pressures and physical burdens that the caregivers experienced being ignored.
The purpose of this research is to design a mobile service, Carelendar, to increase motivation for self-care of the family caregivers from a gamification perspective. This research adopts in-depth interviews and targets family caregivers and experts to define the needs of the users and designed a prototype for field testing. A diary study is carried out to evaluate the user experience (UX) of the prototype.
The results indicate that Carelendar can remind the family caregivers to casually consider their own needs and do self-care activities during an extremely busy time. Although it’s defined from a gamification strategy, the most popular game mechanisms, that’s points, levels, and badges, aren’t good choices in this situation. On the other hand, meaningful gamification, such as story-telling, interaction, and choices make Carelendar a caring friend who keep the family caregivers company whenever and wherever, and that empowers them, finally leading to a better quality of life as they strike a balance between caregiving and living their own life.
This study suggests that gamification is an effective design strategy while not all game mechanisms works for increasing motivation and changing behavior if the designers have a profound understanding of the user and context. In this way, the designers can utilize the most suitable game mechanisms at the right time.
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Description: 碩士
國立政治大學
數位內容碩士學位學程
107462005
Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107462005
Data Type: thesis
Appears in Collections:[數位內容碩士學位學程] 學位論文
[數位內容碩士學位學程] 學位論文

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