Analysis of Postures, Perceived Physical Safety, and Technology Acceptance of Immersive Exergames Among Older Adults
Source abstract
Abstract
Recent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. The study was based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. UTAUT model was tested and extended by investigating two predicted factors—Physical Safety (PPS) and Physical Postures (PP)—of immersive exergames among older adults. PP, PPS, Performance Expectancy (PE), and Effort Expectancy (EE) relationships were analyzed. In this study, 40 healthy older adults were divided into 2 groups to play an immersive exergame for at least 5 min, either sitting or standing. Then, a list of measurement items based on the extended UTAUT model was completed by one-on-one interviews. The t-test results showed that PP was significantly correlated with PPS (t = −6.598, p < 0.001) and PE (t = 6.465, p < 0.001). The path analysis showed that PPS as a negative correlation was verified as a factor of PE (β = −0.438, p < 0.01). Both PP and PPS had no significant effect on EE. Overall, valuable insights and theoretical guidelines for older adults accepting immersive exergames are supported in this study.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Virtual Reality Applications and Impacts · Technology Use by Older Adults · Physical Activity and Health
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
School of Design, The Hong Kong Polytechnic University, Kowloon, Hong Kong
Funding
Non-PAIR Research Centres of The Hong Kong Polytechnic University
References (69)
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