| Literature DB >> 29975755 |
Chih-Kuang Chen1,2, Tsai-Hsuan Tsai3, Yin-Chou Lin1,2, Chung-Chih Lin2,4, Su-Chu Hsu5, Chia-Ying Chung1,2, Yu-Cheng Pei1,2, Alice M K Wong1,2.
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.Entities:
Mesh:
Year: 2018 PMID: 29975755 PMCID: PMC6033453 DOI: 10.1371/journal.pone.0200185
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Interactive 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 2Interactive 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 3Ten Pretty Pass of the Bull.
Fig 4Interactive 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 5Fun Cube.
The Fun cube comprises different types of games (with demonstrations) for such activities as memory training, sorting, pairing, and basic arithmetic.
t-test on physical exergames between experienced and non-experienced computer users on the questionnaire items and variables.
| Variable | Experience in using computer | Mean | S.D. | t-value | Significant value |
|---|---|---|---|---|---|
| Usage behavior 1 | Experience | 6.08 | 0.81 | -0.29 | 0.77 |
| Non-experience | 6.12 | 0.84 | |||
| Usage behavior 2 | Experience | 6.04 | 0.74 | -0.13 | 0.89 |
| Non-experience | 6.06 | 1.04 | |||
| Intention to use 1 | Experience | 5.71 | 1.09 | -0.35 | 0.73 |
| Non-experience | 5.79 | 1.18 | |||
| Intention to use 2 | Experience | 5.69 | 1.08 | -0.69 | 0.50 |
| Non-experience | 5.83 | 0.98 | |||
| Intention to use 3 | Experience | 5.00 | 1.40 | -1.50 | 0.14 |
| Non-experience | 5.40 | 1.22 | |||
| Perceived usefulness 1 | Experience | 5.08 | 1.41 | -1.88 | 0.06 |
| Non-experience | 5.58 | 1.25 | |||
| Perceived usefulness 2 | Experience | 5.48 | 1.44 | -1.08 | 0.28 |
| Non-experience | 5.77 | 1.24 | |||
| Perceived usefulness 3 | Experience | 5.38 | 1.29 | -0.68 | 0.50 |
| Non-experience | 5.56 | 1.35 | |||
| Perceived usefulness 4 | Experience | 5.40 | 1.38 | -1.91 | 0.06 |
| Non-experience | 5.88 | 1.08 | |||
| Perceived ease of use 1 | Experience | 5.81 | 0.89 | 2.58 | 0.01 |
| Non-experience | 5.08 | 1.75 | |||
| Perceived ease of use 2 | Experience | 5.73 | 0.84 | 1.01 | 0.31 |
| Non-experience | 5.52 | 1.19 | |||
| Perceived ease of use 3 | Experience | 5.77 | 0.85 | 1.15 | 0.25 |
| Non-experience | 5.54 | 1.11 | |||
| Perceived playfulness 1 | Experience | 5.90 | 0.89 | -0.63 | 0.53 |
| Non-experience | 6.02 | 0.96 | |||
| Perceived playfulness 2 | Experience | 5.92 | 0.86 | -0.07 | 0.94 |
| Non-experience | 5.94 | 1.16 | |||
| Perceived playfulness 3 | Experience | 5.63 | 1.10 | -0.14 | 0.89 |
| Non-experience | 5.67 | 1.24 | |||
| Subjective norm 1 | Experience | 5.38 | 1.07 | -0.63 | 0.53 |
| Non-experience | 5.52 | 1.09 | |||
| Subjective norm 2 | Experience | 5.19 | 1.16 | -1.38 | 0.17 |
| Non-experience | 5.50 | 1.07 | |||
| Image 1 | Experience | 5.33 | 1.40 | -3.07 | 0.00 |
| Non-experience | 6.02 | 0.81 | |||
| Image 2 | Experience | 5.58 | 1.16 | -1.94 | 0.06 |
| Non-experience | 5.98 | 0.91 | |||
| Output quality 1 | Experience | 5.85 | 0.85 | -0.05 | 0.96 |
| Non-experience | 5.85 | 0.95 | |||
| Output quality 2 | Experience | 5.83 | 0.83 | 0.31 | 0.75 |
| Non-experience | 5.77 | 0.95 | |||
| Usage behavior | Experience | 6.06 | 0.75 | -0.22 | 0.82 |
| Non-experience | 6.09 | 0.86 | |||
| Intention to use | Experience | 5.47 | 1.11 | -0.96 | 0.34 |
| Non-experience | 5.67 | 1.01 | |||
| Perceived usefulness | Experience | 5.33 | 1.16 | -1.65 | 0.10 |
| Non-experience | 5.70 | 1.03 | |||
| Perceived ease of use | Experience | 5.77 | 0.80 | 2.03 | 0.05 |
| Non-experience | 5.38 | 1.07 | |||
| perceived playfulness | Experience | 5.82 | 0.83 | -0.30 | 0.77 |
| Non-experience | 5.88 | 1.01 | |||
| Subjective norm | Experience | 5.29 | 1.08 | -1.06 | 0.29 |
| Non-experience | 5.51 | 1.01 | |||
| Image | Experience | 5.45 | 1.21 | -2.72 | 0.01 |
| Non-experience | 6.00 | 0.78 | |||
| Output quality | Experience | 5.84 | 0.78 | 0.14 | 0.89 |
| Non-experience | 5.81 | 0.91 |
t-test on cognitive exergames between experienced and non-experienced computer users on the questionnaire items and variables.
| Variable | Experience in using computer | Mean | S.D. | t-value | Significant value |
|---|---|---|---|---|---|
| Usage behavior 1 | Experience | 5.26 | 1.50 | -0.89 | 0.38 |
| Non-experience | 5.53 | 0.97 | |||
| Usage behavior 2 | Experience | 5.43 | 1.24 | -0.02 | 0.99 |
| Non-experience | 5.43 | 1.19 | |||
| Intention to use 1 | Experience | 5.09 | 1.58 | -1.04 | 0.30 |
| Non-experience | 5.43 | 1.10 | |||
| Intention to use 2 | Experience | 4.63 | 1.72 | -1.61 | 0.11 |
| Non-experience | 5.27 | 1.44 | |||
| Intention to use 3 | Experience | 4.29 | 1.56 | -0.57 | 0.57 |
| Non-experience | 4.50 | 1.48 | |||
| Perceived usefulness 1 | Experience | 4.51 | 1.54 | -0.14 | 0.89 |
| Non-experience | 4.57 | 1.46 | |||
| Perceived usefulness 2 | Experience | 5.17 | 1.58 | -0.43 | 0.67 |
| Non-experience | 5.33 | 1.40 | |||
| Perceived usefulness 3 | Experience | 5.34 | 1.31 | -1.44 | 0.16 |
| Non-experience | 5.73 | 0.87 | |||
| Perceived usefulness 4 | Experience | 5.23 | 1.44 | -0.62 | 0.54 |
| Non-experience | 5.43 | 1.17 | |||
| Perceived ease of use 1 | Experience | 5.26 | 1.20 | 1.53 | 0.13 |
| Non-experience | 4.70 | 1.66 | |||
| Perceived ease of use 2 | Experience | 5.40 | 1.09 | 0.38 | 0.71 |
| Non-experience | 5.27 | 1.66 | |||
| Perceived ease of use 3 | Experience | 5.34 | 1.19 | 0.51 | 0.61 |
| Non-experience | 5.17 | 1.58 | |||
| Perceived playfulness 1 | Experience | 5.14 | 1.54 | -1.30 | 0.20 |
| Non-experience | 5.60 | 1.25 | |||
| Perceived playfulness 2 | Experience | 5.63 | 1.19 | -0.37 | 0.72 |
| Non-experience | 5.73 | 1.11 | |||
| Perceived playfulness 3 | Experience | 5.11 | 1.64 | -1.26 | 0.21 |
| Non-experience | 5.57 | 1.17 | |||
| Subjective norm 1 | Experience | 4.89 | 1.43 | -0.47 | 0.64 |
| Non-experience | 5.03 | 1.07 | |||
| Subjective norm 2 | Experience | 4.86 | 1.38 | -0.03 | 0.97 |
| Non-experience | 4.87 | 0.97 | |||
| Image 1 | Experience | 5.34 | 1.31 | -0.83 | 0.41 |
| Non-experience | 5.60 | 1.16 | |||
| Image 2 | Experience | 5.43 | 1.24 | -0.71 | 0.48 |
| Non-experience | 5.63 | 1.07 | |||
| Output quality 1 | Experience | 5.60 | 1.04 | 0.40 | 0.69 |
| Non-experience | 5.50 | 0.97 | |||
| Output quality 2 | Experience | 5.37 | 1.29 | -0.09 | 0.93 |
| Non-experience | 5.40 | 1.25 | |||
| Usage behavior | Experience | 5.34 | 1.29 | -0.49 | 0.63 |
| Non-experience | 5.48 | 0.98 | |||
| Intention to use | Experience | 4.67 | 1.50 | -1.18 | 0.24 |
| Non-experience | 5.07 | 1.20 | |||
| Perceived usefulness | Experience | 5.06 | 1.31 | -0.67 | 0.50 |
| Non-experience | 5.27 | 1.07 | |||
| Perceived ease of use | Experience | 5.33 | 1.08 | 0.93 | 0.36 |
| Non-experience | 5.04 | 1.43 | |||
| perceived playfulness | Experience | 5.30 | 1.28 | -1.13 | 0.27 |
| Non-experience | 5.63 | 1.12 | |||
| Subjective norm | Experience | 4.87 | 1.38 | -0.27 | 0.79 |
| Non-experience | 4.95 | 0.94 | |||
| Image | Experience | 5.39 | 1.25 | -0.79 | 0.43 |
| Non-experience | 5.62 | 1.08 | |||
| Output quality | Experience | 5.49 | 1.05 | 0.14 | 0.89 |
| Non-experience | 5.45 | 0.99 |
Reliability and validity of measurement model for physical exergames.
| Variable | Item | Item reliability | Factor loading | Composite reliability | Average variance extracted | Item-Total Correlation |
|---|---|---|---|---|---|---|
| Intention to use | IU1 | 0.9419 | 0.930 | 0.855 | 0.749 | 0.926 |
| IU2 | 0.9424 | 0.790 | 0.937 | |||
| Usage behavior | UB1 | 0.9397 | 0.910 | 0.902 | 0.755 | 0.918 |
| UB2 | 0.9395 | 0.880 | 0.908 | |||
| UB3 | 0.9403 | 0.820 | 0.911 | |||
| Perceived usefulness | PU1 | 0.9437 | 0.510 | 0.876 | 0.649 | 0.680 |
| PU2 | 0.9399 | 0.850 | 0.879 | |||
| PU3 | 0.9401 | 0.840 | 0.861 | |||
| PU4 | 0.9381 | 0.950 | 0.923 | |||
| Perceived ease of use | EOU1 | 0.9495 | 0.550 | 0.826 | 0.624 | 0.822 |
| EOU2 | 0.9472 | 0.830 | 0.839 | |||
| EOU3 | 0.9466 | 0.940 | 0.871 | |||
| Perceived Playfulness | PP1 | 0.94 | 0.890 | 0.880 | 0.710 | 0.902 |
| PP2 | 0.9396 | 0.880 | 0.901 | |||
| PP3 | 0.9416 | 0.750 | 0.871 | |||
| Subjective norm | SN1 | 0.9419 | 0.880 | 0.907 | 0.830 | 0.953 |
| SN2 | 0.9413 | 0.940 | 0.957 | |||
| Image | I1 | 0.9423 | 0.800 | 0.857 | 0.751 | 0.942 |
| I2 | 0.9399 | 0.930 | 0.926 | |||
| Output quality | OP1 | 0.9411 | 0.890 | 0.885 | 0.794 | 0.947 |
| OP2 | 0.9406 | 0.890 | 0.947 |
Reliability and validity of measurement model for cognitive exergames.
| Variable | Item | Item reliability | Factor loading | Composite reliability | Average variance extracted | Item-Total Correlation |
|---|---|---|---|---|---|---|
| Intention to use | IU1 | 0.9517 | 0.800 | 0.827 | 0.706 | 0.925 |
| IU2 | 0.9498 | 0.880 | 0.919 | |||
| Usage behavior | UB1 | 0.9501 | 0.870 | 0.898 | 0.747 | 0.890 |
| UB2 | 0.9499 | 0.910 | 0.942 | |||
| UB3 | 0.9508 | 0.810 | 0.899 | |||
| Perceived usefulness | PU1 | 0.9511 | 0.720 | 0.913 | 0.778 | 0.847 |
| PU2 | 0.9499 | 0.900 | 0.914 | |||
| PU3 | 0.9509 | 0.800 | 0.854 | |||
| PU4 | 0.949 | 0.950 | 0.928 | |||
| Perceived ease of use | EOU1 | 0.9579 | 0.690 | 0.886 | 0.726 | 0.852 |
| EOU2 | 0.9553 | 0.980 | 0.932 | |||
| EOU3 | 0.9545 | 0.860 | 0.910 | |||
| Perceived Playfulness | PP1 | 0.9497 | 0.930 | 0.898 | 0.690 | 0.945 |
| PP2 | 0.9498 | 0.910 | 0.898 | |||
| PP3 | 0.9517 | 0.740 | 0.873 | |||
| Subjective norm | SN1 | 0.952 | 0.920 | 0.924 | 0.859 | 0.967 |
| SN2 | 0.9522 | 0.930 | 0.963 | |||
| Image | I1 | 0.9514 | 0.930 | 0.961 | 0.925 | 0.981 |
| I2 | 0.9508 | 0.990 | 0.979 | |||
| Output quality | OP1 | 0.952 | 0.750 | 0.776 | 0.635 | 0.882 |
| OP2 | 0.9509 | 0.840 | 0.921 |
Discriminant validity of the latent constructs for physical exergames.
| Perceived ease of use | Image | Intention | Output quality | Perceived playfulness | Perceived usefulness | Subjective norm | Usage behavior | |
|---|---|---|---|---|---|---|---|---|
| Perceived | ||||||||
| Image | .195 | |||||||
| Intention to use | .225 | .455 | ||||||
| Output quality | .267 | .666 | .577 | |||||
| Perceived Playfulness | .245 | .598 | .714 | .748 | ||||
| Perceived usefulness | .171 | .743 | .630 | .701 | .777 | |||
| Subjective norm | .141 | .661 | .360 | .626 | .603 | .693 | ||
| Usage behavior | .196 | .678 | .706 | .620 | .799 | .820 | .522 |
Note: The diagonals represent the average variance extracted (AVE), while the other matrix entries represent the shared variance (the squared correlations).
** P<0.01
* P<0.05.
Discriminant validity of the latent constructs for cognitive exergames.
| Perceived ease of use | Intention to use | Image | Output quality | Perceived Playfulness | Perceived usefulness | Subjective norm | Usage behavior | |
|---|---|---|---|---|---|---|---|---|
| Perceived | ||||||||
| Intention to use | .292 | |||||||
| Image | .224 | .528 | ||||||
| Output quality | .402 | .735 | .657 | |||||
| Perceived Playfulness | .307 | .859 | .586 | .726 | ||||
| Perceived usefulness | .282 | .815 | .768 | .673 | .806 | |||
| Subjective norm | .367 | .382 | .690 | .562 | .563 | .545 | ||
| Usage behavior | .260 | .770 | .639 | .611 | .805 | .863 | .541 |
Note: The diagonals represent the average variance extracted (AVE), while the other matrix entries represent the shared variance (the squared correlations).
** P<0.01
* P<0.05.
Fit indexes for the measurement model of both types of exergames.
| Measures | Recommended criteria | Suggested by authors | Physical exergames | Cognitive exergames |
|---|---|---|---|---|
| χ2/df | < 3.0 | Bentler [ | 1.733 | 2.236 |
| GFI | > 0.8 | Seyal [ | 0.810 | 0.690 |
| AGFI | > 0.8 | Scott [ | 0.720 | 0.550 |
| NFI | > 0.9 | Hair Jr [ | 0.950 | 0.910 |
| NNFI | > 0.9 | Hair Jr [ | 0.970 | 0.930 |
| CFI | > 0.9 | Bagozzi [ | 0.980 | 0.950 |
| RMSEA | < 0.08 | Bagozzi [ | 0.075 | 0.120 |
Fig 6Path analysis model for research hypotheses pertaining to physical exergames.
TAM2 analysis of research hypotheses pertaining to physical exergames.
| Extrinsic variables | → | Intrinsic variables | Regression coefficients | t-value | Significance | Path |
|---|---|---|---|---|---|---|
| H1.Output quality | → | Perceived playfulness | 0.728 | 9.20 | Supported | |
| H2.Output quality | → | Usage behavior | 0.108 | 0.53 | 0.597 | Not supported |
| H3. Perceived playfulness | → | Intention to use | 0.428 | 6.24 | Supported | |
| H4. Perceived playfulness | → | Usage behavior | 0.538 | 4.18 | Supported | |
| H5. Perceived usefulness | → | Usage behavior | 0.309 | 3.52 | Supported | |
| H6. Perceived usefulness | → | Intention to use | 0.478 | 4.77 | Supported | |
| H7. Perceived ease of use | → | Perceived usefulness | 0.171 | 1.92 | 0.057 | Not supported |
| H8. Perceived ease of use | → | Usage behavior | 0.049 | 0.25 | 0.803 | Not supported |
| H9. Image | → | Usage behavior | -0.019 | -0.04 | 0.968 | Not supported |
| H10. Image | → | Intention to use | 0.197 | 2.01 | Supported | |
| H11. Subjective norm | → | Usage behavior | -0.240 | -3.34 | Supported | |
| H12.Subjective norm | → | Intention to use | -0.198 | -3.42 | Supported |
*** p<0.001
** p<0.01
* p<0.05
Fig 7Path analysis model for research hypotheses pertaining to cognitive exergames.
TAM2 analysis of research hypotheses pertaining to cognitive exergames.
| Extrinsic variables | → | Intrinsic variables | Regression coefficients | t-value | Significance | Path |
|---|---|---|---|---|---|---|
| H1.Output quality | → | Perceived playfulness | 0.726 | 9.76 | Supported | |
| H2.Output quality | → | Usage behavior | 0.282 | 2.62 | Supported | |
| H3. Perceived playfulness | → | Intention to use | 0.271 | 1.99 | Supported | |
| H4. Perceived playfulness | → | Usage behavior | 0.472 | 3.95 | Supported | |
| H5. Perceived usefulness | → | Usage behavior | 0.473 | 3.79 | Supported | |
| H6. Perceived usefulness | → | Intention to use | 0.670 | 4.53 | Supported | |
| H7. Perceived ease of use | → | Perceived usefulness | 0.282 | 2.33 | Supported | |
| H8. Perceived ease of use | → | Usage behavior | 0.004 | 0.05 | 0.960 | Not supported |
| H9. Image | → | Usage behavior | -0.178 | -1.70 | 0.090 | Not supported |
| H10. Image | → | Intention to use | -0.096 | 0.84 | 0.403 | Not supported |
| H11. Subjective norm | → | Usage behavior | -0.185 | -2.28 | Supported | |
| H12.Subjective norm | → | Intention to use | 0.091 | 0.96 | 0.340 | Not supported |
*** p<0.001
** p<0.01
* p<0.05