TY - GEN
T1 - An exploratory study on senior citizens' perceptions of the Nintendo Wii
T2 - 3rd International Convention on Rehabilitation Engineering and Assistive Technology, i-CREATe 2009
AU - Theng, Yin Leng
AU - Dahlan, Amirrudin Bin
AU - Akmal, Meutia Latifah
AU - Myint, Thant Zin
PY - 2009
Y1 - 2009
N2 - Recent developments in digitally mediated games such as the Nintendo Wii aim to encourage exercise. This paper focuses on assessing the efficacy of the Nintendo Wii, popular in the United States and Japan, in promoting regular exercise among senior citizens in Singapore (aged 65 years and above). Adapting from the Technology Acceptance Model (TAM), this exploratory study examines senior citizens' perceptions of the Nintendo Wii. Twenty-eight participants took part in this pilot study conducted at a senior citizens centre in Singapore. Data collection was carried out via a self-reported questionnaire and video observation. Findings indicate that senior citizens perceived the Nitindo Wii usable with realistic depictions of games and had positive engagement with the Wii games. However, contrary to prior belief, findings did not show that perceived usefulness has a significant influence on senior citizens' intention to use the Wii for improving social interaction, health and exercise. The paper concludes with a discussion on the design and impact of digitally mediated games for elderly users.
AB - Recent developments in digitally mediated games such as the Nintendo Wii aim to encourage exercise. This paper focuses on assessing the efficacy of the Nintendo Wii, popular in the United States and Japan, in promoting regular exercise among senior citizens in Singapore (aged 65 years and above). Adapting from the Technology Acceptance Model (TAM), this exploratory study examines senior citizens' perceptions of the Nintendo Wii. Twenty-eight participants took part in this pilot study conducted at a senior citizens centre in Singapore. Data collection was carried out via a self-reported questionnaire and video observation. Findings indicate that senior citizens perceived the Nitindo Wii usable with realistic depictions of games and had positive engagement with the Wii games. However, contrary to prior belief, findings did not show that perceived usefulness has a significant influence on senior citizens' intention to use the Wii for improving social interaction, health and exercise. The paper concludes with a discussion on the design and impact of digitally mediated games for elderly users.
KW - Elderly
KW - Perceived usability and perceived usefulness
KW - Senior citizens
KW - Technology acceptance model
KW - Wii
UR - http://www.scopus.com/inward/record.url?scp=70449646304&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=70449646304&partnerID=8YFLogxK
U2 - 10.1145/1592700.1592712
DO - 10.1145/1592700.1592712
M3 - Conference contribution
AN - SCOPUS:70449646304
SN - 9781605587929
T3 - i-CREATe 2009 - International Convention on Rehabilitation Engineering and Assistive Technology
BT - i-CREATe 2009 - International Convention on Rehabilitation Engineering and Assistive Technology
PB - Association for Computing Machinery (ACM)
Y2 - 22 April 2009 through 26 April 2009
ER -