Jinhui Li, Mojisola Erdt, J. Lee, Harsha Vijayakumar, Caroline Robert, Y. Theng
{"title":"设计一种面向社区老年人的数字健身游戏系统","authors":"Jinhui Li, Mojisola Erdt, J. Lee, Harsha Vijayakumar, Caroline Robert, Y. Theng","doi":"10.1109/CW.2018.00061","DOIUrl":null,"url":null,"abstract":"Exergames is one of the new innovative approaches used in primary healthcare programmes. The current study introduces a fitness game system, HOCAMOSE-VETS, which includes digital rehabilitation exercises and exergames designed with a particular focus on older adults. Besides the new exergames, the system also allows care staff to actively schedule, monitor and assess the progress of older adults' exercise activities. A survey-based study was conducted to investigate the overall user acceptance of the digital fitness game system. We found that users' perceived ease of use and usefulness have a significant impact on their actual intention of using the game system. However, the output quality of the system is not significantly associated with users' perception of the usefulness and ease of use of the system. The findings from this research have provided new insights into designing elderly fitness games.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Designing a Digital Fitness Game System for Older Adults in Community Settings\",\"authors\":\"Jinhui Li, Mojisola Erdt, J. Lee, Harsha Vijayakumar, Caroline Robert, Y. Theng\",\"doi\":\"10.1109/CW.2018.00061\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Exergames is one of the new innovative approaches used in primary healthcare programmes. The current study introduces a fitness game system, HOCAMOSE-VETS, which includes digital rehabilitation exercises and exergames designed with a particular focus on older adults. Besides the new exergames, the system also allows care staff to actively schedule, monitor and assess the progress of older adults' exercise activities. A survey-based study was conducted to investigate the overall user acceptance of the digital fitness game system. We found that users' perceived ease of use and usefulness have a significant impact on their actual intention of using the game system. However, the output quality of the system is not significantly associated with users' perception of the usefulness and ease of use of the system. The findings from this research have provided new insights into designing elderly fitness games.\",\"PeriodicalId\":388539,\"journal\":{\"name\":\"2018 International Conference on Cyberworlds (CW)\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 International Conference on Cyberworlds (CW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CW.2018.00061\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 International Conference on Cyberworlds (CW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CW.2018.00061","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Designing a Digital Fitness Game System for Older Adults in Community Settings
Exergames is one of the new innovative approaches used in primary healthcare programmes. The current study introduces a fitness game system, HOCAMOSE-VETS, which includes digital rehabilitation exercises and exergames designed with a particular focus on older adults. Besides the new exergames, the system also allows care staff to actively schedule, monitor and assess the progress of older adults' exercise activities. A survey-based study was conducted to investigate the overall user acceptance of the digital fitness game system. We found that users' perceived ease of use and usefulness have a significant impact on their actual intention of using the game system. However, the output quality of the system is not significantly associated with users' perception of the usefulness and ease of use of the system. The findings from this research have provided new insights into designing elderly fitness games.