Abstract:Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, almost all consumer-level VR games address the general user, not considering the characteristics of the elderly, such as their particular needs regarding cognitive aspects and safety. In addition, the existing VR rowing games’ research t… Show more
“…Last, the concept paper of Fu and colleagues [7], titled Conceptual Design of an Extended Reality Exercise Game for the Elderly, presents a conceptual design for a VR rowing game that can help provide home exercise to the elderly to benefit both their physical and mental health. This design has been particularly adapted to the particular needs of elderly users, and the final design includes the system architecture, activities and tasks, patterns and roles, mechanics, and UI examples.…”
“…In recent years, the use of sports and wellness technology has become more popular, as the variety of applications and devices has increased [ 16 ]. For example, IT technology is being applied more frequently to mitigate the increasing health demands of older adults [ 17 ]. Thus, technological advancements, in recent years, have created opportunities to develop applications that support training at home, especially for older adults, as they can be more socially isolated and less physically active, and they have fewer opportunities to receive training in fitness centers [ 18 ].…”
Aging is a global phenomenon, and the use of exercise technology by older adults can help them to prevent disease, achieve good health, and ultimately achieve successful aging. In the past, there literature compilation studies have been conducted on sports technology and young people or on the use of technology by the older adults; however, no studies have determined the attitudes of older adults toward sports technology. This review applied a systematic literature analysis to determine the factors that correlate the technology acceptance model with the older population’s exercise attitudes. A total of 10 studies were identified as contributing to the use of exercise technology by older adults. The main findings of this review are that, of the 28 factors identified in the 10 studies, only 18 were identified as factors influencing older adults’ use of sports technology in the technology acceptance model (TAM). Among these, fifteen factors affected intention, four factors affected perceived ease of use, three factors affected perceived usefulness, and two factors affected attitudes. Finally, discussing the related factors affecting TAM allows us to provide suggestions for future research directions.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.