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    Title: 熟齡閱讀者的遊戲化資訊設計研究: 老人福利政策之傳播探討
    Investigation of Government Information on Elder Readers’ Gamification Design: An Example of Aging People’s Welfare in Taipei City
    Authors: 林珧平
    Lin, Yao-Ping
    Contributors: 陳聖智
    廖峻鋒

    Chen, Sheng-Chih
    Liao, Chun-Feng

    林珧平
    Lin, Yao-Ping
    Keywords: 高齡友善
    遊戲化
    資訊設計
    老人福利
    政策傳播
    數位敘事
    age-friendly
    gamification
    information design
    senior welfare
    policy communication
    digital storytelling
    Date: 2019
    Issue Date: 2019-12-06 09:26:39 (UTC+8)
    Abstract: 全球高齡人口逐漸成長,台灣人口老化的速度較歐美國家更為快速。因此,對高齡族群之研究、照護和老人福利規劃,應受到政府與國人更多的關注。

    老人福利資訊涉及規章與既有的公部門網站架構,多複雜而不易閱讀,政策傳播更常仰賴媒體的力量。然而在媒體環境與網路蓬勃的背景下,資訊揭露之不完整與偏頗,使得公共議題缺乏被理性瞭解的空間,容易成為被操作的議題。本研究遂以提供長者更易於理解的資訊內容為目標,進行熟齡閱讀者的遊戲化資訊設計研究,期望透過遊戲化策略導入,提升長者的閱讀效益和社會參與,化解代間溝通之難點。

    實驗前,本研究與智樂活樂齡活動社群合作,參與其於臺北市大安區群賢里、信義區三犁里每週開設的手機教學課程,以網路問卷分析 35 位臺北市熟齡長者的生活與傳播背景和政策熟悉度,並透過兩個月的課堂觀察,及訪談 3 位長者社群的機構人員,瞭解熟齡長者的需求,後著手老人福利資訊的遊戲化資訊設計。測試階段則與 7 名受試者以參與觀察法和焦點團體法進行評估。並另製作「參與式題型互動、圖片行銷互動、資訊推播互動、問答提問互動」四個遊戲化資訊設計模型,提供未來應用參考。

    透過製作遊戲化的老人福利資訊設計樣本「小企鵝敬上」,嘗試熟齡長者的遊戲化資訊設計,本研究總結研究結果為:(1)以角色引導閱讀和累計籌碼的遊戲機制:透過遊戲化的手法將角色與籌碼的元素加入資訊設計,督促使用者養成閱讀各類型的資訊的習慣,並能以累計的籌碼換取有用資訊或票券。(2)更生活化的資訊分類:以用餐、出門、回家,三個較貼合長者生活型態的分類方式,提供個類型的福利和生活資訊,並透過少量多次的傳播方式,減少閱讀負擔。(3)統整資訊於同一平台和帳號呈現:將各平台的資訊統合,以使用者的角度規劃資訊類型,而非以公部門業務劃分資訊類型,對接收者是較好的做法。(4)善用現有的平台與帳號:利用 API 等串連功能,於現有的熱門 LINE@ 官方帳號中創建具有累計點數、使用者帳號等上述功能的使用情境。使用者不需要額外開啟其他應用程式、平台或網頁,即可由常用的軟體中,完成接收資訊和累計點籌碼與兌換等遊戲化的步驟。(5)建立可長期運用的互動模型:透過參與式題型互動、圖片行銷互動、資訊推播互動、問答提問互動,四個遊戲化互動模型的設計,為公部門數位平台提出可長期運作的遊戲化政策傳播模式。
    The population of the elderly is growing rapidly around the world. The rate of population aging in Taiwan is even higher than that of Western countries. Therefore, research, daycare, and welfare planning for the elderly deserve more attention from the government and all citizens.

    Policy communication pertaining to health and welfare for the elderly is dependent on the power of media, due to the verbosity of regulations and complexity of official websites. Notwithstanding the development and prosperity of media and Internet, information disclosed is usually incomplete and biased. Public issues, as a result, are manipulated and not comprehended rationally. This research aims at providing the elderly with more understandable information, shedding light on the gamification of reading for the elderly. It is anticipated that with the introduction of gamification, efficient reading and social connection can be improved for the elderly, and that generation gap can be narrowed.

    The experiment was conducted with Funaging, a social community. Before the test, thirty-five participants in the smart phone course held by Funaging were sampled. The participants are elder citizens who live in Qun-Xian Village in Da-An District or San-Li Village in Xin-Yi District in Taipei. During the sessions, questionnaires were delivered online, inquiring their living style, involvement in communication, and familiarity with policy. The needs of the elder readers were identified through in-class observation over a period of two months and interviews with three operators who run the senior community. During the test, seven samples were evaluated under participant observation and focus group. Four gamification models are listed for applications and references. The models include participatory interaction, graphic marketing, push notification, and Q&A.

    The application of Yours, the Little Penguin is an attempt to gamify information of health and welfare for the elderly. The findings are as follows. (1) Guided reading by characters and points system: characters and points system are incorporated through gamification, which forms the habit of reading and taking in various types of information, and points can be redeemed for useful information or vouchers. (2) Classification closer to everyday life: reducing the loading in reading by providing information of health and welfare through a classification which better describes the life style of the elderly, such as “eating out,” “going out,” and “going home.” (3) Integrated information shown in a single platform and account: as far as the users are concerned, information integrated from various platforms should be presented in a more user-friendly approach, instead of at the convenience of business or authorities concerned. (4) Making use of existing platforms and accounts: a scenario that comes with points system and user account is built on the basis of existing LINE@ system with API, under which users are free from using additional applications, platforms, or webpages, and are able to receive information, and obtain or redeem points within the often-used applications. (5) Establishing interaction models for long-term usage: it is proposed that a sustainable gamified policy communication model be established for digital platforms in public sectors through interactive designs, such as participatory interaction, graphic marketing, push notification, and Q&A.
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    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    105462010
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0105462010
    Data Type: thesis
    DOI: 10.6814/NCCU201901263
    Appears in Collections:[Master`s Program in Digital Content and Technologies] Theses
    [Undergraduate Program in Digital Content and Technologies] Theses

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