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Research Articles

Acceptance of Virtual Reality Exergames Among Chinese Older Adults

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Pages 1134-1148 | Received 31 Aug 2021, Accepted 30 Jun 2022, Published online: 27 Jul 2022
 

Abstract

It is well documented that exergames are enjoyable to play and can significantly improve older adults’ health and well-being. However, there is limited research on exploring factors affecting these users’ acceptance of such games, especially in virtual reality (VR), a relatively newer technology. This study proposes an extended version of the Technology Acceptance Model (TAM). We use variables from TAM related to older Chinese adults and specific to VR exergames to explore and confirm critical factors that could influence these users’ acceptance of such games in VR. We tested the proposed model with 51 older Chinese adults (aged 65 and above) after playing three commercial VR exergames (Beat Saber, FitXR, Dance Central). Results show that these older adults who are younger and retired and have a higher education, better financial means, and a good health condition have a more positive view of VR exergames. In addition, Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment positively affect the intention to play VR exergames. Self-Satisfaction has a positive impact on Perceived Ease of Use and Perceived Usefulness. However, unlike previous studies, our results suggest that Facilitating Conditions have a negative effect on Perceived Ease of Use. Finally, we discuss the theoretical and practical implications of our results.

Acknowledgements

The authors would like to thank the participants who joined the study and the reviewers for their insightful comments that helped to improve our paper.

Additional information

Funding

This work was supported in part by Xi’an Jiaotong-Liverpool University Key Special Fund [#KSF-A-03].

Notes on contributors

Wenge Xu

Wenge Xu is a lecturer in Human-Computer Interaction (HCI) at Birmingham City University (UK) and a member of the HCI Research Group at Digital Media Technology Lab, where he specializes in HCI, Extended (Virtual, Augmented, Mixed) Reality (XR), User Experience, 3D User Interface, Serious Games.

Hai-Ning Liang

Hai-Ning Liang is a professor at Xi’an Jiaotong-Liverpool University, China, where is also the Head of the Department of Computing. His research interests fall within human-computer interaction, focusing on virtual/augmented reality, visualization, and gaming technologies.

Kangyou Yu

Kangyou Yu is an undergraduate student at Xi’an Jiaotong-Liverpool University, China. His research interests are in the areas of Human-Computer Interaction and Augmented/Virtual reality technologies.

Shaoyue Wen

Shaoyue Wen is an undergraduate student at Xi’an Jiaotong-Liverpool University, China. Her research interests are in the areas of human-computer interaction, virtual/augmented reality technologies, machine learning and image process.

Nilufar Baghaei

Nilufar Baghaei is the Co-Director of Extended Reality Lab and a Senior Lecturer at the University of Queensland. Her research interests are Game-based Learning, Extended Reality and AI in Education. She is an Associate Editor of International Journal of Human-Computer Studies, Virtual Reality, and Games for Health.

Huawei Tu

Huawei Tu is a lecturer at La Trobe University, Australia. His research fields are Human-computer Interaction (HCI) and Virtual Reality (VR), with special interests in multimodal interaction, user interface design and user experience design. He has published more than 40 research papers including ACM TOCHI, ACM CHI and IEEE VR.

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