| Literature DB >> 29614012 |
Cheng-Shih Lin1, Mei-Yuan Jeng2, Tsu-Ming Yeh3.
Abstract
This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating "good memories" as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.Entities:
Keywords: hierarchical value map; leisure activities; means-end chain; personal values; virtual reality
Mesh:
Year: 2018 PMID: 29614012 PMCID: PMC5923705 DOI: 10.3390/ijerph15040663
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Definition of Attributes, Consequences, and Values (figures in parentheses indicate the frequency of responses).
| Attribute | Consequences | Value | |||
|---|---|---|---|---|---|
| Specific Attribute | A2 clear picture (4) A3 simple operation (9) A4 ease of use (6) A6 usefulness (8) A9 gaming experience (3) A10 cheap price (4) A11 explanation of activities (3) | Functional Consequences | C3 firsthand experience (19) C4 learning about virtual reality activities (9) C7 understanding technology products (15) C5 health benefits (13) C8 increasing emotional connection with family and friends (6) | Functional Value | V1 enjoyment of life (15) V2 improved quality of life (10) V4 better relationships with others (14) |
| Abstract Attribute | A1 fun (17) A5 safe (17) A7 flexible (10) A8 beneficial to health (2) | Psychological Consequences | C1 relaxation (19) C2 stress relief (12) C6 satisfying curiosity (12) | Terminal Value | V3 good memories (24) V5 self-gratification (3) V6 sense of belonging (7) |
Value Implication Matrix for the Virtual Reality Leisure Activity Experiences among the Elderly (n = 40).
| Type | C1 | C2 | C3 | C4 | C5 | C6 | C7 | C8 | V1 | V2 | V3 | V4 | V5 | V6 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| A1 | 7; 0 | 1; 1 | 3; 2 | 2; 1 | 4; 2 | 0; 2 | 0; 6 | 0; 3 | 0; 5 | 0; 4 | 17; 26 | ||||
| A2 | 1; 1 | 2; 0 | 1; 1 | 0; 1 | 0; 2 | 0; 1 | 0; 1 | 4; 7 | |||||||
| A3 | 0; 1 | 5; 0 | 0; 1 | 3; 1 | 1; 0 | 0; 4 | 0; 1 | 0; 1 | 0; 3 | 9; 12 | |||||
| A4 | 1; 0 | 0; 1 | 5; 0 | 0; 2 | 0; 1 | 0; 3 | 0; 1 | 6; 8 | |||||||
| A5 | 3; 0 | 2; 0 | 2; 0 | 1; 1 | 5; 1 | 2; 3 | 1; 1 | 0; 3 | 1; 6 | 0; 2 | 0; 1 | 17; 18 | |||
| A6 | 1; 0 | 1; 0 | 3; 0 | 1; 1 | 1; 1 | 0; 3 | 0; 3 | 1; 0 | 0; 1 | 8; 9 | |||||
| A7 | 4; 2 | 1; 3 | 1; 0 | 4; 1 | 0; 1 | 0; 3 | 0; 2 | 0; 2 | 0; 1 | 10; 15 | |||||
| A8 | 1; 0 | 1; 0 | 2; 0 | ||||||||||||
| A9 | 1; 0 | 1; 1 | 0; 1 | 1; 0 | 0; 1 | 0; 1 | 0; 2 | 3; 6 | |||||||
| A10 | 1; 0 | 1; 0 | 2; 0 | 0; 1 | 0; 1 | 4; 2 | |||||||||
| A11 | 1; 0 | 0; 1 | 0; 1 | 2; 0 | 0; 1 | 0; 1 | 3; 4 | ||||||||
| C1 | 5; 0 | 1; 0 | 1; 0 | 2; 0 | 1; 0 | 1; 0 | 4; 2 | 0; 1 | 1; 3 | 2; 3 | 1; 1 | 19; 10 | |||
| C2 | 2; 0 | 1; 0 | 1; 0 | 4; 0 | 1; 1 | 1; 1 | 1; 1 | 1; 1 | 12; 4 | ||||||
| C3 | 2; 0 | 2; 0 | 1; 0 | 2; 1 | 12 ;1 | 0; 1 | 0; 1 | 0; 1 | 19; 5 | ||||||
| C4 | 1; 0 | 1; 1 | 1; 0 | 1; 0 | 1; 0 | 1; 2 | 0; 1 | 0; 1 | 2; 0 | 1; 1 | 9; 6 | ||||
| C5 | 1; 1 | 2; 0 | 2; 0 | 5; 0 | 3; 2 | 0; 1 | 13; 4 | ||||||||
| C6 | 1; 0 | 1; 0 | 2; 0 | 2; 1 | 2; 0 | 3; 1 | 1; 0 | 12; 2 | |||||||
| C7 | 2; 0 | 2; 0 | 2; 3 | 4; 0 | 5; 1 | 15; 4 | |||||||||
| C8 | 1; 1 | 1; 0 | 1; 0 | 1; 0 | 2; 1 | 0; 1 | 6; 2 | ||||||||
| Total | 20; 4 | 13; 7 | 18; 3 | 8; 2 | 17; 5 | 17; 8 | 17; 3 | 6; 3 | 15; 18 | 10; 14 | 24; 38 | 14; 22 | 3; 7 | 7; 11 | 188; 144 |
Figure 1HVM for the virtual reality leisure activity experiences among the elderly (cut-off level is 3).