...
首页> 外文期刊>Information >Implementing Mobile Games into Care Services—Service Models for Finnish and Chinese Elderly Care
【24h】

Implementing Mobile Games into Care Services—Service Models for Finnish and Chinese Elderly Care

机译:将手机游戏纳入护理服务中—芬兰和中国老年人护理的服务模型

获取原文
           

摘要

The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.
机译:本文的目的是为认知刺激的手机游戏创建服务模型,并将其纳入芬兰和中国的老年人护理中。实施过程涉及在芬兰(3个月)和中国(6个月)的养老院老年人的日常生活中使用两种不同的手机游戏。尽管许多出版物都对老年人护理中的严肃游戏进行了研究,但很少有出版物涉及老年人护理过程中的实际实施。通常,面向康复的游戏应包含娱乐性(动机)和相关的治疗内容(康复性),以使其有效。无论游戏设计如何,在老年人护理中成功实施游戏都是使最终用户受益的最重要因素。本文以案例研究了两个手机游戏。为了调查游戏的治疗内容,系统会自动记录游戏结果(游戏得分和时间戳),以便于分析参与者在试验过程中的进度。为了调查动机,通过观察游戏试验并采访护理人员和参与者(测试组)来收集用户反馈。根据实验驱动的方法,游戏服务的实施是与护理人员和研究人员合作设计的,其中,服务模型的构想在试点之前由专业人员进行测试。在这两个国家,球员和护理人员都发现游戏具有自我管理的康复工具的潜力。游戏玩法的其他重要影响是增强的娱乐性和自我管理的活动水平。尽管存在文化差异,但游戏体验惊人地相似,并且在两个国家/地区的试用期间均观察到游戏分数的提高。试点之间最大的不同是实施过程,这导致了本文所报告的两种不同服务模型的开发。在芬兰,游戏被嵌入护理实践中,护理人员负责试点。在中国,游戏独立于护理流程,并且由外部服务提供商(研究人员)管理试点。研究结果表明,在实施新的数字服务时应仔细考虑不同文化中的服务设计。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号