题名

重度肢障兒童數位遊戲溝通輔具之設計:腦性麻痺兒童之實證個案

并列篇名

Designing Digital Games for Assistant Communication of Children with Serious Disability: An Empirical Case of Children with Cerebral Palsy

DOI

10.30105/JDS.200907.0004

作者

周文修(Wen-Shou Chou);周汝姍(Ru-Shan Chou);邱正民(Cheng-Ming Chiu);李其瑋(Chi-Wei Lee);梁朝雲(Chao-Yun Liang)

关键词

嚴肅遊戲 ; 數位遊戲 ; 溝通輔具 ; 腦性麻痺 ; Serious Games ; Digital Games ; Assistant Communication Tools ; Cerebral Palsy

期刊名称

設計學研究

卷期/出版年月

12卷1期(2009 / 07 / 01)

页次

67 - 82

内容语文

繁體中文

中文摘要

本研究主要在探討設計重度肢障兒童數位遊戲上的考量,以及其作爲溝通輔具的優點。針對腦性麻痺兒童,本研究研發一款名爲“點泡泡”的數位遊戲,以作爲腦性麻痺兒童肌力與認知復健上的溝通輔具。透過與復健治療師深入訪談,以及個案的實地使用觀察,相較於傳統上使用靜態卡片問答,兒童以身體動作語言作爲符號溝通的方式,發現使用此款數位遊戲,更能刺激出一般孩童具有的語言前溝通相關技巧,對於腦性麻痺兒童的視覺追視、手部操作、預測、自我操控完成等多項與語言發展息息相關的項目更有顯著的助益。研究中詳述針對腦性麻痺兒童數位遊戲開發上的考量,以及個案實施情形,期能對於未來發展重度肢障兒童數位遊戲溝通輔具有所參考與助益。

英文摘要

For the children with cerebral palsy, we have developed a PC game entitled as ”BlobBlob” for the rehabilitation of enhancing the muscle strength and improve the cognition capabilities of patients. Based on the in-depth interview and co-design with doctors, the game has been tested with real cases in the hospital. Comparing to use the conventional assistant communication tools such as applying the static cognitive cards, the developed game can not only reserve the traditional training effects, but also can, furthermore, improve the patient's capabilities of visual tracking, motor function of hands, cognitive prediction, and that of independent task completion. This paper will describe in detail about the considerations in design and the investigations in testing for developing games for children with cerebral palsy. We expect this study will be helpful for the related researches in the future.

主题分类 人文學 > 藝術
参考文献
  1. Bergeron, B.(2006).Developing Serious Games.Massachusetts:Charles River Media, Inc.
  2. Bradley, P.(2006).The history of simulation in medical education and possible future directions.Medical Education,3(3)
  3. Hasdai, A.,Jessel, A. S.,Weiss, P. L.(1998).Use of a computer simulator for training children with disabilities in the operation of a powered wheelchair.American Journal of Occupational Therapy,52(3)
  4. Jannink, M. J.,Wilden, G. J.,Navis, D. W.,Visser, G.,Gussinklo, J.,Ijzerman, M.(2008).A low-cost video game applied for training of upper extremity function in children with cerebral palsy: a pilot study.Cyberpsychol Behavior,11(1)
  5. Michael, D.,Chen, S.(2006).Serious Games: Games That Educate, Train, and Inform.Boston:Course Technology PTR.
  6. Miller, G.(2005).Society for neuroscience meeting: Computer game sharpens aging minds.Science,310,5752.
  7. Plaisant, C.,Druin, A.,Lathan, C.,Dakhane, K.,Edwards, K.,Vice, J. M.(2000).Proceedings of ASSETS'2000.Washington DC, ACM, New York:
  8. Rinaldi, M. C.(2000).Using Adaptive Video Game Technology as Therapeutic Tool.Master of Biomedical Engineering Thesis
  9. Sakemiller, L. M.,Nelson, D. L.(1998).Eliciting functional extension in prone through the use of a game.American Journal of Occupational Therapy,52(2)
  10. Whitcomb, G. R.(1990).Computer games for the elderly.Proceedings of the conference on Computers and the quality of life,D.C:
  11. 莊妙芬、曾進興編(1996)。語言病理學基礎。台北:心理。