| Literature DB >> 32836650 |
Ton A M Spil1, Vincent Romijnders1, David Sundaram2, Nilmini Wickramasinghe3, Björn Kijl1.
Abstract
Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method to create an artefact that can help people study the diffusion of serious games. The ultimate goal of the study is to create a serious game that can help people to improve their balance in physical exercise, nutrition and well-being. To do this, first we conducted 97 interviews to study if wearables can be used for gathering health data. Analysis indicates that designers, manufacturers, and developers of wearables and associated software and apps should make their devices reliable, relevant, and user friendly. To increase the diffusion, adoption, and habitual usage of wearables key issues such as privacy and security need to be addressed as well. Then, we created a paper prototype and conducted a further 32 interviews to validate the first prototype of the game, especially with respect to the diffusion possibilities of the game. Results are positive from a formal technology acceptance point of view showing relevance and usefulness. But informally in the open questions some limitations also became visible. In particular, ease of use is extremely important for acceptance and calling it a game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious. Future research plans to address these problems in the next iteration while the future implementation plan seeks for big platforms or companies to diffuse the serious game. A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. The hedonic perspective is added to the model as well as trust and perceived risks. This model ends the cycle of critical design with an improvement of theory as result contributing to the societal goal of decreasing Obesities and Diabetes.Entities:
Keywords: Adoption of IT; Diffusion; Mobile health; Serious gaming; Wearables
Year: 2020 PMID: 32836650 PMCID: PMC7434392 DOI: 10.1016/j.ijinfomgt.2020.102202
Source DB: PubMed Journal: Int J Inf Manage ISSN: 0268-4012
Fig. 1The USE IT model (Spil, Schuring, & Michel-Verkerke, 2004).
Fig. 2The use of wearables.
Fig. 3Crucial factors contributing to the usage of wearables.
Fig. 4Adoption of serious games.
A Diffusion model for Serious Games.
| Diffusion of Serious Games | Fun | Feedback | Flow |
|---|---|---|---|
| Perceived enjoyment | Perceived usefulness | Experience and Habit | |
| Information Quality | Information quality | Ease of Use | |
| Social influence and Trust | System Quality | Trust and perceived risks |
The success factors analysed with the USE IT construct.
| USE IT construct | Success factors expected to be measured | Results Diffusion Wearables | Results Diffusion Serious Games |
|---|---|---|---|
| Process | Perceived compatibility | All interviewees have either a smart watch, sports watch, fitbit or pedometer. All interviewees have Internet online. | All interviewees use a digital device on which an app can function. All interviewees have Internet online. |
| Relevance | Perceived usefulness Perceived usability | Sport is at the top. This is closely followed by health. | Staying healthy is the most relevant subject that the interviewees mention in 80 % of the interviews. |
| Relevance or additional value is a big theme and mentioned by 50% of respondents. | Ease of use is mentioned in more than 80 % to be important for the success of the game. | ||
| Requirements | Information quality | Among younger people, the primary appeal is fitness optimization. Older people are seeking to enhance their health and wellbeing and also to extend their life. | Measuring physical activity is the most mentioned functionality that already 60 % of the interviewees do. They want it to be easier and the other 40 % expects to use it if provided. |
| Most respondents were positive with respect to their enhanced insight and ability to monitor their health indicators. However they were divided regarding the enhancement of their personal health because of wearables. | Measuring nutrition is seen as difficult and only useful if it can be done in an easy way. | ||
| Measuring sleep and stress was done by just a few of the interviewees and is a topic that needs further study. | |||
| Resources | Service quality System quality Perceived risks | Privacy and security on wearables does not appear to be a serious concern for the developers of the wearables and the apps on them nor for the users of the wearables and apps. | Most interviewees think they are going to use the game when it improves their health. |
| Only 20 % see privacy risks. | |||
| Resistance | Trust Social and | Reliability is a big theme which was mentioned by almost 50 % of the respondents. | Nearly all interviewees state that they want to spend some time for using the serious game. |
| However a minor theme concerns the willingness of people to provide health data. | They think it is more a personal tool for their personal use than a healthcare system tool. | ||
| Many interviewees state that peer pressure might help them to stay on track with their health objectives. |
Fig. 5Reciprocal Shaping of Stakeholders.