全球高齡化問題日益嚴重,失智症已成為關注的議題,而虛擬實境導入非藥物治療逐 漸成為趨勢。本研究探討輕度認知障礙者使用虛擬實境體驗的知覺品質、知覺價值與行為 意圖之關聯性,並比較「瀏覽體驗」與「互動任務」兩種不同的VR操作模式對行為意圖 之影響。研究方法採用平行組實驗對照法,先預試再進行正式實驗,共計10位輕度認知障 礙者為有效樣本,採無母數分析,以偏最小平方法(PLS)作為相關性分析。研究結果顯示, 知覺品質對知覺價值產生高度正向影響,知覺價值對行為意圖具高度正相關,懷舊感的虛 擬實境體驗對輕度認知障礙者具有更高的使用價值和推廣價值。此外,虛擬實境的「互動 任務」模式能提高知覺品質並提高知覺價值,而「瀏覽體驗」模式則提升知覺價值達到行 為意圖之效果。研究也發現知覺品質對行為意圖的影響不顯著,指出虛擬實境的設計,須 優先考量提高患者感受的價值,始能降低學習成本。結果指出,知覺品質對知覺價值具影 響,提升知覺價值能提高其使用意圖,未來設計認知障礙者使用之虛擬實境時,須考量其 知覺價值中納入情感因素以滿足需求,使虛擬實境能更適切地融入失智症患者之照護。
The global aging issue is becoming increasingly severe, with dementia emerging as a concerning topic. The integration of Virtual Reality (VR) into non-pharmacological therapies is gradually becoming a trend. This study explores the relationship between perceived quality, perceived value, and behavioral intention among individuals with Mild Cognitive Impairment (MCI) using VR experiences. Additionally, it compares the effects of two VR interaction modes, namely “browsing experience” and “interactive tasks,” on behavioral intention. The research methodology employed a parallel-group experimental design, including a pilot test followed by a formal experiment. A total of 10 participants with MCI were considered as valid samples, and non-parametric analysis and Partial Least Squares (PLS) were utilized for correlation analysis. The results indicate that perceived quality has a significantly positive impact on perceived value, and perceived value is highly positively correlated with behavioral intention. Nostalgic VR experiences hold higher utility and promotional value for individuals with MCI. Moreover, the “interactive tasks” mode in VR enhances perceived quality and perceived value, whereas the “browsing experience” mode enhances perceived value leading to behavioral intention. The study also found that the influence of perceived quality on behavioral intention is not significant, emphasizing the necessity to prioritize enhancing the perceived value of patients to reduce learning costs in VR design. These findings underscore the impact of perceived quality on perceived value and the significance of enhancing perceived value to increase usage intention. Future designs of VR for individuals with cognitive impairments should consider incorporating emotional factors into perceived value to meet their needs, thereby facilitating the integration of VR into dementia patient care more effectively.
行為意圖; 知覺品質知; 覺價值; 輕度認知障礙; 虛擬實境
Behavioral Intention; Perceived Quality; Perceived Value; Mild Cognitive Impairment; Virtual Reality