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A Study on the Effect of Gamification on Alleviation Anxiety Levels of the Elderly in China

机译:游戏化对中国老年人缓解焦虑水平的影响研究

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As the problem of aging becomes increasingly serious, anxiety symptom has seriously affected the mental health of the elderly as a ubiquitous phenomenon in the elderly of China. Recently, a lot of researches show that gamification plays a positive role in relieving negative moods. This paper sorts out the gamification design strategies for the elderly to relieve anxieties and develops a collage game for the elderly according to this strategy: background, text and picture materials are used to make different subject patterns of collage and create own collage works. This game is used to verify the influence of gamification intervention means on the anxieties of the elderly as an intervention of control experiment. In this experiment, 42 participants were divided into two groups. The experiment group used gamification intervention, while the control group did not; STAI scale and galvanic skin were used to measure the change in the anxiety level of participants. According to the results, collage game for the elderly can relieve the anxiety state of the elderly, and most of the participants were free from usage pressure and relieved their anxieties during the game. Gamification seems to be a promising way to relieve the anxieties of the elderly. In the future work, it is necessary to make long-term experiments with a large sample size, so as to verify the influence of gamification intervention means on the reduction of anxieties, explore the influence of demography factor on the reduction of anxieties and sort out more targeted gamification intervention means.
机译:随着衰老问题变得越来越严重,焦虑症状已严重影响了老年人的心理健康,这是中国老年人普遍存在的现象。近来,许多研究表明,游戏化在减轻负面情绪方面起着积极的作用。本文针对老年人的游戏化设计策略进行了梳理,以缓解焦虑,并根据该策略开发了针对老年人的拼贴游戏:使用背景,文字和图片材料制作拼贴的不同主题图案并创建自己的拼贴作品。该游戏用于验证游戏化干预手段对老年人焦虑的影响,以此作为对照实验的干预手段。在此实验中,将42位参与者分为两组。实验组采用游戏化干预,而对照组则没有。使用STAI量表和皮肤电刺激来衡量参与者焦虑水平的变化。根据结果​​,老年人拼贴画游戏可以缓解老年人的焦虑状态,并且大多数参与者在游戏过程中摆脱了使用压力并缓解了他们的焦虑感。游戏化似乎是缓解老年人焦虑的一种有前途的方法。在未来的工作中,有必要进行大样本的长期实验,以验证游戏化干预手段对减轻焦虑的影响,探讨人口统计学因素对减轻焦虑的影响,并进行梳理。更有针对性的游戏化干预手段。

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