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Acceptance of different design exergames in elders.

Chih-Kuang Chen1,2, Tsai-Hsuan Tsai3, Yin-Chou Lin1,2

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Interactive exergames were developed to promote well-being in older adults. Perceived usefulness, not just fun, significantly influenced their adoption and usage behavior for physical and cognitive exergames.

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Area of Science:

  • Gerontology
  • Human-Computer Interaction
  • Health Informatics

Background:

  • Successful aging initiatives require innovative approaches to enhance elderly well-being.
  • Interactive exergames offer potential for physical and cognitive engagement among older adults.
  • Technology acceptance among the elderly is crucial for the adoption of digital health interventions.

Purpose of the Study:

  • To develop and evaluate interactive exergames for promoting the well-being of elderly residents.
  • To investigate the factors influencing the acceptance and usage of exergames by older adults.
  • To understand the relationship between perceived attributes of exergames and user behavior.

Main Methods:

  • Development of five interactive exergames (physical and cognitive) using computer-based technologies.
  • Trial implementation with 39 elderly residents at Chang Gung Silver Village.
  • Assessment of technology acceptance using the Technology Acceptance Model 2 (TAM2) questionnaire.

Main Results:

  • Perceived playfulness and usefulness significantly correlated with usage behavior and intention for both physical and cognitive exergames.
  • Output quality influenced usage behavior only for cognitive exergames.
  • Social influence had a greater impact on physical exergames' adoption.

Conclusions:

  • Elderly acceptance of exergames hinges on perceived usefulness for physical and cognitive abilities, rather than just perceived fun.
  • Tailoring exergames to address specific needs and leveraging social influence can enhance adoption.
  • Exergames show promise as tools for promoting successful aging and well-being in older populations.