题名 |
當事人使用生理回饋遊戲的情緒調適經驗之初探性研究-以三位當事人的經驗爲例 |
并列篇名 |
A Preliminary Study of the Clients' Experience of Emotion Regulation by Using Biofeedback Video Games-Examples of Three Clients' Experience |
DOI |
10.7067/JMU.201109.0201 |
作者 |
翁令珍(Ling-Chen Weng);謝文欽(Wen-Chin Hsieh) |
关键词 |
當事人 ; 生理回饋遊戲 ; 情緒調適經驗 ; client ; biofeedback video games ; experience of emotion regulation |
期刊名称 |
美和學報 |
卷期/出版年月 |
30卷2期(2011 / 09 / 01) |
页次 |
201 - 220 |
内容语文 |
繁體中文 |
中文摘要 |
生理回饋儀對於個體隨心理或情緒變化而發生的生理現象之改變有立即的敏感度,且目前生理回饋儀逐漸朝向人性化設計而發展了與遊戲軟體結合的版本,本研究嘗試運用生理回饋遊戲協助當事人情緒調適,並了解當事人在過程中的主觀經驗。研究共邀得三位自願參與的當事人,在其使用生理回饋遊戲練習達成遊戲任務時訪談其主觀經驗。所有訪談過程皆加以錄音,謄成逐字稿後對資料開放地進行內容分析。結果發現:(1)當事人經驗到使用生理回饋遊戲的立即結果共有二個主題及其次主題:原有情緒狀態獲得轉變(感到輕鬆、找到平衡)、連結到個人平日相關經驗而有所覺察(對於自身的情緒變化有新發現、對於身體的感受更爲敏銳、對於自身的平日習慣有新領悟)。(2)當事人在過程中的主觀經驗共有三個主題及其次主題:視覺訊息幫助放鬆(固定頻率的視覺訊息幫助調整呼吸、舒服畫面增加放霧感)、生理回饋增加信心(即時回饋提高放霧的自我效能感、訝異自己放鬆的能力)、過度注意回饋訊息干擾放鬆(視覺回饋引發完成任務的壓力、回饋訊息干擾對身體的關注)。(3)當事人經驗過程中有助於其有效運用生理回饋遊戲的助益性因素共有兩項。最後,根據本研究之發現,提出對諮商實務及未來研究之建議。 |
英文摘要 |
The biofeedback instrument has the instant sensitivity to clients' physical changes caused by psychological or emotional differences. Nowadays, some of the biofeedback instruments had been designed to be combined with game software so as to become more user-friendly. The purpose of this study was to assist clients in their emotion regulation through the use of biofeedback video games, and to understand the clients' experiences. Three volunteers participated in the research and they were interviewed after they had completed the assignments of the biofeedback video games. All interviews were recorded and transcribed for content analysis. The findings of this study were as followed. First, the immediate outcome the clients experienced after using the biofeedback video games could be analyzed into two themes together with sub-themes. One theme was that visional information could be used to improve relaxation (with two sub-themes that frequent visional information could be helpful in breath regulation and that comfortable scenes could be employed to improve relaxation). The other theme was that biofeedback could be used to increase self-confidence (with two sub-themes that instant feedback could be helpful in the self-efficiency and that clients were surprised by their abilities to relax themselves). The final theme was that relaxation could be interfered with too much attention on the feedback information (with two sub-themes that visional information could induce the pressure to complete the assignments and that the focus on body could be interfered with the biofeedback information). Secondly, the clients' experience during the process could be analyzed into three themes together with sub-themes. One theme was that the original emotional state was changed (to become relaxed or to feel balanced). The other theme was that previous experiences could be connected to the present experiences and then some awareness could be gained (including the discovery of the changes of their emotions, being more sensitive to their feelings, and the awareness of their habitual behaviors). Thirdly, two factors that could be helpful to increase the clients' efficiency of using the biofeedback video games were found. To conclude, some suggestions were made based on the findings. |
主题分类 |
人文學 >
人文學綜合 醫藥衛生 > 社會醫學 社會科學 > 社會科學綜合 社會科學 > 社會學 |
参考文献 |
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