老年人对任天堂Wii认知的探索性研究:以新加坡为例

Y. Theng, A. Dahlan, Meutia Latifah Akmal, Thant Zin Myint
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引用次数: 70

摘要

任天堂Wii等数字媒介游戏的最新发展旨在鼓励锻炼。本文的重点是评估在美国和日本流行的任天堂Wii在促进新加坡老年人(65岁及以上)定期锻炼方面的功效。采用技术接受模型(TAM),本探索性研究考察老年人对任天堂Wii的认知。二十八名参与者参加了在新加坡一家老年人中心进行的这项试点研究。数据收集通过自我报告问卷和视频观察进行。研究结果表明,老年人认为任天堂Wii可以用于逼真的游戏描绘,并积极参与Wii游戏。然而,与先前的看法相反,研究结果并未显示感知有用性对老年人使用Wii改善社交互动、健康和锻炼的意愿有显著影响。本文最后讨论了数字媒介游戏对老年用户的设计和影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore
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.
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