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要 旨 ジェスチャー入力による運動ゲームが認知能力に与える効果

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要 旨

ジェスチャー入力による運動ゲームが認知能力に与える効果

山口 祐司

脳の認知能力に関する研究は,過去,多くの人が研究してきた.その中で,認知能力の改 善に,ビデオゲームや,太極拳などで,体を動かすことが有効であることが,主に高齢者向 けの実験で分かっている.しかし,その両方を複合的に用いることのできる,ジェスチャー 入力を用いたビデオゲームでの認知能力への影響は,まだ実験されていない.

本研究では,ジェスチャーゲームでのアプローチとして,4週間,週3日,1回1時間,

ジェスチャーゲームを6人にプレイしてもらい,その前後でPBELという認知能力のテス トをおこなうソフトウェアの中から4種類のテストを行い,その結果を比較する.また,ア ンケートを実施し,アンケートの結果と,スコアに相関があるかを調べた.また,ゲームを 行わないグループも用意し,6人に2週間の期間を空けてゲームを行うグループと同様の認 知テストを行い,結果を比較した.そして,それぞれのグループのテスト結果に相関がある かを調べた.その結果.画面の左右どちらかにでてくる四角か丸の図形に対応した左右どち

らかのShiftキーを押すテストのスコアに有意差があった.このことから,ジェスチャー入

力を使用するビデオゲームにおいて,認知能力の中でも,柔軟性が向上することが分かっ た.また,アンケート結果と,テストのスコアの間には有意差は無かった.

キーワード 運動ゲーム,認知能力,柔軟性,ジェスチャーゲーム

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Abstract

Investigating effect of motion video games on cognitive control

Yamaguchi Yuji

Many people studied the study on cognitive control. Improvement of the cognitive control knows that it is effective in video game or Tai chi chuan to move a body by an experiment for old people mainly in that. However, the influence on cognitive control in the video game using the gesture has not been yet experimented on. For three days a week, I have six play a charade once for one hour and, as approach by the charades, test four kinds from software testing the recognition ability called PBEL in front and back for four weeks and, in this study, compare the result. I carried out a questionnaire and checked whether there was an association between the result of the questionnaire and score. I prepared the group which did not play a game and tested the recognition like the group which I emptied a -week period into six people, and played a game and compared the result. And I checked whether you were associated with the test result of each group. As a result. It was significantly different to the score of the test to be a square to come out to right and left either screen, or to push the Shift key of right and left either corresponding to the figure of the circle. From this, in video game using the gesture input, I understood that flexibility improved in cognitive control. there was not the significant difference between the score of a questionnaire result and the test.

key words cognitive control, motion video game, , flexibility

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