Abstract

Ubiquitous Computing at its best: Serious exercise games for older adults in ambient assisted living environments – a technology acceptance perspective

Highlights

  • Western societies are facing an enormous demographic change [41]

  • The study evaluated the influence of user factors on performance and acceptance of exergames in ambient assisted living environments and revealed expected findings and some astonishing results

  • Gender plays a minor role for performance, which is consistent with research

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Summary

Introduction

Western societies are facing an enormous demographic change [41]. The life expectancy is increasing through progress in medicine, nutrition, hygiene, and a time of peace and prosperity [59], threatened by e.g. obesity [51], and unhealthy nutrition in western countries [3]. Ambient Assisted Living strives to enhance the life quality, independence, and dignity of elderly, disabled, or chronically ill people through innovative, ubiquitous, and unobtrusive technology at home [42, 61, 76, 57, 62, 74]. Such pervasive health care systems have large potential to provide patients with a new quality of (medical) home care [16, 15], fundamental questions regarding the behavior, communication and technology acceptance are not satisfactorily answered [49] and have enormous research potential [36]. The social consequences of technology at home and the complexity to tailor the technology to the individual demands of the users is a crucial issue [44, 71] and the specific requirements of elderly are a critical factor for the success of ambient assistive living technologies [58, 54], e.g. usability engineering is a crucial factor [34, 37, 33]

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