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. 2018 Jul 5;13(7):e0200185.
doi: 10.1371/journal.pone.0200185. eCollection 2018.

Acceptance of different design exergames in elders

Affiliations

Acceptance of different design exergames in elders

Chih-Kuang Chen et al. PLoS One. .

Abstract

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.

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Conflict of interest statement

The authors have declared that no competing interests exist.

Figures

Fig 1
Fig 1. Interactive Wall with Life Memories.
(A) Pictures of life memories are projected onto the wall when user stands in the interaction zone and waves their arms to initiate interaction. (B) Users employ personal RFID cards to identify themselves, and are then presented with a series of self-related photographs in the Silver Village, together with collections of pictures from former times and other educational materials. (C–F) Users employ arm gestures to navigate through various categories of photographs and, for each one, are provided with an audio commentary to facilitate the processes of reminiscence and learning.
Fig 2
Fig 2. Interactive Floor Kick and Play.
Three different game modes are supported: (A) Touch Arm Kick Play, (B) Stampede Kick Play, and (C) Dodging Kick Play.
Fig 3
Fig 3. Ten Pretty Pass of the Bull.
Fig 4
Fig 4. Interactive Table with Musical Pots.
(A–B) After RFID identity authentication, the user is presented with a summary of their metabolic condition (C) If the medical indicator shows normal, the song within the corresponding pot plays once it is brought up to the ear.
Fig 5
Fig 5. Fun Cube.
The Fun cube comprises different types of games (with demonstrations) for such activities as memory training, sorting, pairing, and basic arithmetic.
Fig 6
Fig 6. Path analysis model for research hypotheses pertaining to physical exergames.
Fig 7
Fig 7. Path analysis model for research hypotheses pertaining to cognitive exergames.

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