2009 · 57 citations · 4 references
EducationHealth PromotionPhysical EducationGerontologyPhysical ActivityUser Experience DesignDigital ParticipationExercise Prescription For Older AdultsSerious GamesVideo Game StudiesExploratory Case StudyPilot Study DesignTechnology AcceptanceTechnology Adoption By Older AdultsUsability For Older AdultsUsefulness AssessmentUser AcceptanceVideo Observation
Recent developments in digitally mediated games such as the Nintendo Wii aim to encourage exercise. This paper focuses on assessing the efficacy of the Nintendo Wii, popular in the United States and Japan, in promoting regular exercise among senior citizens in Singapore (aged 65 years and above). Adapting from the Technology Acceptance Model (TAM), this exploratory study examines senior citizens' perceptions of the Nintendo Wii. Twenty-eight participants took part in this pilot study conducted at a senior citizens centre in Singapore. Data collection was carried out via a self-reported questionnaire and video observation. Findings indicate that senior citizens perceived the Nitindo Wii usable with realistic depictions of games and had positive engagement with the Wii games. However, contrary to prior belief, findings did not show that perceived usefulness has a significant influence on senior citizens' intention to use the Wii for improving social interaction, health and exercise. The paper concludes with a discussion on the design and impact of digitally mediated games for elderly users.
4
Personal Computing Acceptance Factors in Small Firms: A Structural Equation Model1
Magid Igbaria, Nancy Zinatelli, Paul Cragg et al. · MIS Quarterly · 1997 · 1.7K citations
Patterns for encapsulating speech interface design solutions for older adults
Mary Zajicek · 2002 · 18 citations
Arts, Computer Systems, Design +13