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Acceptance of different design exergames in elders

For promoting the successful aging of elderly residents of Chang Gung Silver Village in Taiwan, five interactive exergames were developed to promote the well-being of the elderly. The exergames included both physical games and cognitive games, and were implemented using various computer-based techno...

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Autores principales: Chen, Chih-Kuang, Tsai, Tsai-Hsuan, Lin, Yin-Chou, Lin, Chung-Chih, Hsu, Su-Chu, Chung, Chia-Ying, Pei, Yu-Cheng, Wong, Alice M. K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6033453/
https://www.ncbi.nlm.nih.gov/pubmed/29975755
http://dx.doi.org/10.1371/journal.pone.0200185
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author Chen, Chih-Kuang
Tsai, Tsai-Hsuan
Lin, Yin-Chou
Lin, Chung-Chih
Hsu, Su-Chu
Chung, Chia-Ying
Pei, Yu-Cheng
Wong, Alice M. K.
author_facet Chen, Chih-Kuang
Tsai, Tsai-Hsuan
Lin, Yin-Chou
Lin, Chung-Chih
Hsu, Su-Chu
Chung, Chia-Ying
Pei, Yu-Cheng
Wong, Alice M. K.
author_sort Chen, Chih-Kuang
collection PubMed
description For promoting the successful aging of elderly residents of Chang Gung Silver Village in Taiwan, five interactive exergames were developed to promote the well-being of the elderly. The exergames included both physical games and cognitive games, and were implemented using various computer-based technologies in the Chang Gung Silver Village. The exergames were trialed by 39 elderly residents (15 male, 24 female; mean age 79.5 ± 17.5 years) of Chang Gung Silver Village. Following the trials, the participants were requested to complete a Technology Acceptance Model 2 (TAM2) questionnaire. The results showed that the perceived playfulness and perceived usefulness of the exergames were significantly related to the users’ usage behavior and intention to use for both the physical games and the cognitive games. However, a relationship between the output quality of the game and the usage behavior was apparent only in the case of the cognitive exergames. Finally, the impact of social influence on the intention to use and the usage behavior was more pronounced for the physical exergames. Overall, the results revealed that the acceptance of exergames by the elderly depends not so much on the awareness of fun in using the game, but the perceived usefulness of the related physical and cognitive abilities.
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spelling pubmed-60334532018-07-19 Acceptance of different design exergames in elders Chen, Chih-Kuang Tsai, Tsai-Hsuan Lin, Yin-Chou Lin, Chung-Chih Hsu, Su-Chu Chung, Chia-Ying Pei, Yu-Cheng Wong, Alice M. K. PLoS One Research Article For promoting the successful aging of elderly residents of Chang Gung Silver Village in Taiwan, five interactive exergames were developed to promote the well-being of the elderly. The exergames included both physical games and cognitive games, and were implemented using various computer-based technologies in the Chang Gung Silver Village. The exergames were trialed by 39 elderly residents (15 male, 24 female; mean age 79.5 ± 17.5 years) of Chang Gung Silver Village. Following the trials, the participants were requested to complete a Technology Acceptance Model 2 (TAM2) questionnaire. The results showed that the perceived playfulness and perceived usefulness of the exergames were significantly related to the users’ usage behavior and intention to use for both the physical games and the cognitive games. However, a relationship between the output quality of the game and the usage behavior was apparent only in the case of the cognitive exergames. Finally, the impact of social influence on the intention to use and the usage behavior was more pronounced for the physical exergames. Overall, the results revealed that the acceptance of exergames by the elderly depends not so much on the awareness of fun in using the game, but the perceived usefulness of the related physical and cognitive abilities. Public Library of Science 2018-07-05 /pmc/articles/PMC6033453/ /pubmed/29975755 http://dx.doi.org/10.1371/journal.pone.0200185 Text en © 2018 Chen et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Chen, Chih-Kuang
Tsai, Tsai-Hsuan
Lin, Yin-Chou
Lin, Chung-Chih
Hsu, Su-Chu
Chung, Chia-Ying
Pei, Yu-Cheng
Wong, Alice M. K.
Acceptance of different design exergames in elders
title Acceptance of different design exergames in elders
title_full Acceptance of different design exergames in elders
title_fullStr Acceptance of different design exergames in elders
title_full_unstemmed Acceptance of different design exergames in elders
title_short Acceptance of different design exergames in elders
title_sort acceptance of different design exergames in elders
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6033453/
https://www.ncbi.nlm.nih.gov/pubmed/29975755
http://dx.doi.org/10.1371/journal.pone.0200185
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