虚拟现实
培训(气象学)
技术接受模型
认知
知识管理
计划行为理论
心理学
应用心理学
计算机科学
多媒体
人机交互
可用性
人工智能
控制(管理)
地理
神经科学
气象学
作者
Chia‐Chen Wu,Po-Chan Yeh,Kuo‐Chen Huang,Yang Lu
标识
DOI:10.1177/02666669251331285
摘要
This study examines the factors influencing seniors’ adoption of virtual reality (VR) cognitive training games by integrating the Theory of Planned Behavior (TPB) and the Technology Acceptance Model (TAM). Beyond the traditional constructs of these models, the research incorporates perceived enjoyment (PE), personal innovativeness (PI), and computer anxiety (CAX) to address seniors’ cognitive health needs and explore VR-based non-pharmacological interventions. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the study analyzed direct and indirect effects on adoption within a questionnaire-based framework. The research was conducted at community care centers in Taoyuan City, Taiwan, with 150 seniors aged 65–80. Participants engaged in a 20-min session with Nintendo Switch VR games and subsequently completed a questionnaire assessing their experiences. Results revealed that perceived ease of use (PEOU), PE, and subjective norms (SN) significantly shaped attitudes toward VR adoption, which strongly influenced behavioral intention (BI). BI emerged as a robust predictor of actual usage behavior (AUB), while CAX negatively impacted BI, highlighting the need to address emotional barriers. This study underscores the importance of designing intuitive, engaging, and accessible VR cognitive training games tailored for seniors. It also highlights the pivotal role of family and caregivers in fostering adoption, alongside the necessity of providing social and emotional support. These findings contribute to the theoretical understanding of VR-based games adoption in older adults and offer practical guidance for developers and healthcare providers aiming to create effective interventions for cognitive health.
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