游戏化对老年人幸福感的影响:对体验和参与的影响

IF 12.9 1区 管理学 Q1 BUSINESS
Yanping Zhang , Nannan Xi , Changyong Liang , Yiming Ma , Wenjia Hong , Xiaoxiao Wang , Juho Hamari
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引用次数: 0

摘要

人口老龄化和对老年人健康管理的需求构成了重大的全球挑战。健康跟踪应用(hta)等新兴技术在促进智能老年护理和改善老年人健康管理方面发挥着至关重要的作用。为了提高老年人使用hta的积极性和参与度,融入游戏元素或“游戏化”受到了越来越多的关注。然而,也出现了对游戏的高认知需求和潜在偏见的担忧,特别是在中国老年人中,他们占全球老年人口的25%,深受低沉迷文化的影响。由于缺乏来自研究和实践的经验证据,目前仍不确定游戏化是否能带来最佳体验,并像对年轻用户一样提高老年人对卫生服务的参与度。因此,我们在中国老年人中设计并进行了一项对照实验(N = 312)。具体而言,本研究评估了三种主要类型的游戏化健康hta交互界面(即成就导向、社交导向和沉浸导向的游戏化)如何导致游戏体验(即舒适、参与、刺激、可靠性、清晰度、新颖性、社会性和沉浸感),以及这些体验如何进一步影响老年人参与行为(如持续使用和口碑传播)。总体结果表明,不同类型的游戏性hta能够带来不同的游戏体验混合,并且改进的体验与使用和推荐应用的意图呈正相关。特别的,但部分预期的是,在老年用户的情况下,新奇感与继续意图负相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification for elderly well-being: Effects on experience and engagement
The aging population and need for elderly health management pose significant global challenges. Emerging technologies such as health tracking applications (HTAs) play a crucial role in promoting smart senior care and improving elderly health management. To enhance motivation and engagement among the elderly in using HTAs, incorporating game elements or ‘gamification’ has attracted growing attention. However, concerns have also emerged regarding the high cognitive demands and potential biases against games, particularly among the Chinese elderly, who represent about 25 % of the global aging population and are deeply influenced by low indulgent culture. Due to a lack of empirical evidence from both research and practice, it remains uncertain whether gamification can bring optimal experiences and enhance elderly engagement with health services, in the same way that it does for younger users. Therefore, we designed and conducted a controlled between-subjects vignette-based experiment among the Chinese elderly (N = 312). Specifically, this study evaluated how three primary types of gamified health HTAs interactive interfaces (i.e., achievement-oriented, social-oriented, and immersion-oriented gamification) lead to a gameful experience (i.e., comfort, engagement, stimulation, dependability, perspicuity, novelty, sociality, and immersion), and how the experiences further affect elderly engagement behaviors such as continued use and word-of-mouth. The overall results indicate that the different types gameful HTAs were able to bring about different mixtures of gameful experiences, and that the improved experiences were positively associated with intentions to use and recommend the application. Peculiarly, but partly expectedly, the perception of novelty, was negatively associated with continuance intentions in the context of elder users.
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来源期刊
CiteScore
21.30
自引率
10.80%
发文量
813
期刊介绍: Technological Forecasting and Social Change is a prominent platform for individuals engaged in the methodology and application of technological forecasting and future studies as planning tools, exploring the interconnectedness of social, environmental, and technological factors. In addition to serving as a key forum for these discussions, we offer numerous benefits for authors, including complimentary PDFs, a generous copyright policy, exclusive discounts on Elsevier publications, and more.
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