Acceptance of gamified virtual reality environments by older adults

被引:11
作者
Pang, Wing Yan Jasman [1 ]
Cheng, Lee [2 ]
机构
[1] Educ Univ Hong Kong, Dept Cultural & Creat Arts, Hong Kong, Peoples R China
[2] Anglia Ruskin Univ, Cambridge Sch Creat Ind, Cambridge, England
关键词
GERONTECHNOLOGY ACCEPTANCE; PERCEIVED USEFULNESS; USER ACCEPTANCE; TECHNOLOGY; MODEL; EXPERIENCES; CHINESE;
D O I
10.1080/03601277.2023.2166262
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The presence of advanced and affordable immersive technology has made available widespread applications of the virtual environment as a digital solution for different sectors, including entertainment, education, and healthcare. While the extant literature has addressed the acceptance of immersive technology by older adults, there is a dearth of research in the gamified context concerning its rehabilitative potential. This paper reports on a study that examined the technological acceptance of gamified virtual reality (VR) environments by older adults. A VR environment comprising six mini-games was specifically designed for the rehabilitative training, leisure and expressive experience of the participants, allowing them to freely engage in the VR gaming experience. Semi-structured interviews with older adults (N = 15) revealed a synergy between the stimulating effects of the video games and the realistic environment afforded by the immersive technology, the games' perceived usefulness in competency development and life skills training, the difficulties the adults encountered, and their feelings following their first experience with VR. External variables unique to older adults' acceptance of technology, or which could lead to digital exclusion, such as physical constraints, educational levels, and prior knowledge of technology, were identified. Suggestions were provided to the designers of the immersive technology that could better cater to the needs and characteristics of the older adults, in the process shedding light on design solutions for bridging the digital divide between the elderly and other, younger members of the population.
引用
收藏
页码:830 / 841
页数:12
相关论文
共 46 条
  • [2] Bryman A., 1988, QUANTITY QUALITY SOC, DOI [10.4324/9780203410028, DOI 10.4324/9780203410028]
  • [3] Exploring the experiences of nursing students in using immersive virtual reality to learn nursing skills
    Chang, Yu Mei
    Lai, Chin Lun
    [J]. NURSE EDUCATION TODAY, 2021, 97
  • [4] Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
    Chau, Pui Hing
    Kwok, Yan Yan Jojo
    Chan, Mee Kie Maggie
    Kwan, Ka Yu Daniel
    Wong, Kam Lun
    Tang, Ying Ho
    Chau, Kan Lung Peter
    Lau, Sheung Wa Matthew
    Yiu, Yan Yan Yannex
    Kwong, Mei Yan Fanny
    Lai, Wai Ting Thomas
    Leung, Mun Kit
    [J]. JOURNAL OF MEDICAL INTERNET RESEARCH, 2021, 23 (05)
  • [5] Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM)
    Chen, Ke
    Chan, Alan Hoi Shou
    [J]. ERGONOMICS, 2014, 57 (05) : 635 - 652
  • [6] Predictors of gerontechnology acceptance by older Hong Kong Chinese
    Chen, Ke
    Chan, Alan H. S.
    [J]. TECHNOVATION, 2014, 34 (02) : 126 - 135
  • [7] Cheng L., 2020, LEARNING ENV DESIGN, P213, DOI [10.1007/978-981-15-8167-0_13, DOI 10.1007/978-981-15-8167-0_13]
  • [8] Why Do Older Adults Use Wearable Devices: A Case Study Adopting the Senior Technology Acceptance Model (STAM)
    Chu Yu-Huei
    Chen Ja-Shen
    Wang Ming-Chao
    [J]. 2019 PORTLAND INTERNATIONAL CONFERENCE ON MANAGEMENT OF ENGINEERING AND TECHNOLOGY (PICMET), 2019,
  • [9] Courtney Karen L, 2008, Inform Prim Care, V16, P195
  • [10] Davis F. D., 1985, DISSERTATION, DOI DOI 10.1016/S0378-7206(01)00143-4