遊戲化應用在心理健康應用程式介面設計之創作研究-以Z世代青少年為例
| dc.contributor | 王千睿 | zh_TW |
| dc.contributor | Wang, Chien-Jui | en_US |
| dc.contributor.author | 游宜蓁 | zh_TW |
| dc.contributor.author | Yu, Yi-Chen | en_US |
| dc.date.accessioned | 2025-12-09T08:14:09Z | |
| dc.date.available | 9999-12-31 | |
| dc.date.issued | 2025 | |
| dc.description.abstract | 近年來,Z世代青少年面臨的心理健康挑戰日益嚴重,包含情緒困擾、焦慮、孤獨感與數位成癮等問題,而校園諮商資源不足、自我病識感低落、社會汙名化等現象,更造成心理支持的落差。根據相關研究指出,Z世代成長於數位環境,習慣以互動性高、視覺吸引力強的方式獲取資訊,對心理健康工具有潛在需求。心理健康應用程式具備高可及性與匿名性,已逐漸成為非臨床青少年進行情緒自我照護與心理福祉促進的重要管道。而遊戲化設計作為提升使用動機與參與度的有效策略,在心理健康介面中展現高度應用潛力。透過融入任務制度、虛擬角色、獎勵機制與視覺化回饋等元素,能降低使用心理負擔,鼓勵使用者持續參與。本研究聚焦於非臨床族群的Z世代青少年,提出一款以「情緒記錄」為核心功能的心理健康APP原型設計,並結合遊戲化元素以提升使用體驗與參與度。研究方法將透過文獻探討、案例分析、專家訪談與使用者測試四個層面進行探究。文獻回顧整合Z世代心理特性、心理健康應用程式發展與遊戲化設計理論;案例分析觀察市面上心理健康及遊戲化應用的介面與功能架構;專家訪談邀請心理師與輔導老師,提供專業建議與實務觀點;使用者測試針對Z世代青少年進行實際操作與回饋,分析其介面體驗與需求偏好。本研究最終產出一款結合心理健康功能與遊戲化設計的APP原型,搭配客製化互動、視覺化成就與虛擬角色陪伴等機制,提升Z世代青少年的情緒自我覺察與持續使用動機,期望此研究成果可作為未來心理健康介面設計與相關產品發展之參考依據。 | zh_TW |
| dc.description.abstract | In recent years, mental health challenges among Generation Z adolescents have become increasingly prominent, with rising concerns such as anxiety, loneliness, and digital addiction. Traditional counseling resources are often insufficient, and stigma and lack of self-awareness prevent young people from actively seeking help. Mental health mobile applications, characterized by their accessibility and anonymity, have emerged as promising tools for non-clinical users to engage in emotional self-care and preventive mental wellness practices. This study explores the integration of gamification mechanisms into the interface design of mental health applications, specifically targeting the preferences and needs of Generation Z users. Through a combination of literature review, case analysis, expert interviews, and user testing, this research aims to propose a prototype design that effectively enhances motivation, user engagement, and emotional self-awareness. Key app features include mood tracking, emotion analysis, and guided relaxation activities, all supported by gamified elements such as daily missions, virtual pet interaction, visualized achievements, and customized themes. Findings indicate that well-designed gamification mechanisms—such as reward feedback, virtual guides, and interactive personalization—can reduce users’ psychological barriers while fostering sustainable engagement. While elements like social sharing must be handled carefully to avoid comparison-induced stress, options for optional interaction with trusted peers are considered beneficial. Ultimately, this study affirms that gamified mental health applications can transform mental well-being practices from reactive interventions into proactive daily habits, offering both functional utility and emotional resonance for Generation Z users. | en_US |
| dc.description.sponsorship | 設計學系 | zh_TW |
| dc.identifier | 61168015T-47637 | |
| dc.identifier.uri | https://etds.lib.ntnu.edu.tw/thesis/detail/f9cd3e5bd379f46362d1528bb8603984/ | |
| dc.identifier.uri | http://rportal.lib.ntnu.edu.tw/handle/20.500.12235/125609 | |
| dc.language | 中文 | |
| dc.subject | 遊戲化設計 | zh_TW |
| dc.subject | 心理健康應用程式 | zh_TW |
| dc.subject | Z世代青少年 | zh_TW |
| dc.subject | 情緒紀錄 | zh_TW |
| dc.subject | 介面設計 | zh_TW |
| dc.subject | Gamification Design | en_US |
| dc.subject | Mental Health App | en_US |
| dc.subject | Generation Z Adolescents | en_US |
| dc.subject | Emotional Self-Care | en_US |
| dc.subject | Interface Design | en_US |
| dc.title | 遊戲化應用在心理健康應用程式介面設計之創作研究-以Z世代青少年為例 | zh_TW |
| dc.title | Designing Gamified Interfaces for Mental Health Apps – A Practice-Based Study with Generation Z Teenagers | en_US |
| dc.type | 學術論文 |