Abstract

ObjectiveWe aimed to assess whether individuals accept performing upper limb exercises using immersive VR games, indicated by behavioral intention, and the roles of age, self-efficacy, and technology acceptance model (TAM) constructs in the acceptance. MethodsSixty healthy participants aged 20–79 years were examined for their perceptions and acceptance of VR game-based exercises using a questionnaire. Participants were instructed to perform upper limb exercises by playing five immersive VR games in a laboratory. A theoretical model delineated the roles of the focal constructs in the acceptance was formulated and tested using path analysis. ResultsAt least 76.6% of participants (n = 46) expressed their intention to perform upper limb exercises through immersive VR games in the future. Overall, the model explained 83% variance in behavioral intention. Significant associations were observed, as follows. Age was positively associated with perceived usefulness (β = 0.27, p = 0.01), which positively influenced attitude (β = 0.64, p < 0.001); in turn, attitude positively affected behavioral intention (β = 0.84, p < 0.001). Moreover, self-efficacy positively affected perceived ease of use (β = 0.84, p < 0.001). ConclusionsFactors such as age, perceived usefulness, attitude, and self-efficacy were found to play significant roles in the acceptance of immersive VR games for upper limb exercises. In the future, strategies should be devised to meet the requirements of end users of different ages and promote usefulness, attitude, and self-efficacy in performing upper limb exercises through immersive VR games.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call