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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...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2018
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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. |
format | Online Article Text |
id | pubmed-6033453 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
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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