Exergames for Elderly in Ambient Assisted Living Environments - Determinants for Performance Technology Acceptance

Submitted by philipp on Tue, 08/18/2020 - 14:32
Abstract
Ambient Assisted Living environments (AAL) offer a solution to face the demographic change and by supporting elderly and chronically ill people inside their own home environments. Serious and pervasive games can change people’s attitudes and can promote healthy behavior. However, both concepts are rarely combined and the integration of both concepts is insufficiently explored. We present a user study (n=64) of an Exergame for Ambient Assisted Living Environments with the research foci performance and acceptance. Age is the predominant factor for performance, while the intention to use is determined by gaming frequency. Neither technical self-efficacy, nor age had considerable influence on these measures. Excitingly, the interaction with the game had a considerable positive effect on the participant’s perceived health and pain. The study shows that Exergames in Ambient Assisted Living environments are a viable solution to support the mobility of people in an aging society.
Brauner, P., Ziefle, M.: Exergames for Elderly in Ambient Assisted Living Environments - Determinants for Performance Technology Acceptance. In: Giaffreda, R., Vieriu, R.-L., Pasher, E., Bendersky, G., Jara, A.J., Rodrigues, J., Dekel, E., and Mandler, B. (eds.) Internet of Things. User-Centric IoT. pp. 145–150. Springer Berlin Heidelberg (2014). https://doi.org/10.1007/978-3-319-19656-5_21.