ArticlePloS one2018
Acceptance of different design exergames in elders.
Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
9 citing papers in PubMed.
- A Newly Developed Exergame-Based Telerehabilitation System for Older Adults: Usability and Technology Acceptance Study.JMIR human factors · 2023Trial
- ExerG - an exergame-based training device for the rehabilitation of older adults: a functional model usability study.BMC geriatrics · 2024Article
- Investigating the Effective Factors on the Acceptance of Teleorthodontic Technology Based on the Technology Acceptance Model 3 (TAM3).Journal of dentistry (Shiraz, Iran) · 2024Article
- Examining technology-assisted rehabilitation for older adults' functional mobility: a network meta-analysis on efficacy and acceptability.NPJ digital medicine · 2023Review
- Digital Engagement of Older Adults: Scoping Review.Journal of medical Internet research · 2022Article
- The Technology Acceptance Model and Older Adults' Exercise Intentions-A Systematic Literature Review.Geriatrics (Basel, Switzerland) · 2022Review
- Acute response of prefrontal cortex in institutionalized older adults undergoing a single exergames session.IBRO neuroscience reports · 2021Article
- A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers.JMIR serious games · 2021Article
- The effects of exergaming on pain, postural control, technology acceptance and flow experience in older people with chronic musculoskeletal pain: a randomised controlled trial.BMC sports science, medicine & rehabilitation · 2020Article
Corrections and comments
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Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
For promoting the successful aging of elderly residents of Chang Gung Silver Village in Taiwan, five interactive exergames were developed to promote the well-being of the elderly. The exergames included both physical games and cognitive games, and were implemented using various computer-based technologies in the Chang Gung Silver Village. The exergames were trialed by 39 elderly residents (15 male, 24 female; mean age 79.5 ± 17.5 years) of Chang Gung Silver Village. Following the trials, the participants were requested to complete a Technology Acceptance Model 2 (TAM2) questionnaire. The results showed that the perceived playfulness and perceived usefulness of the exergames were significantly related to the users' usage behavior and intention to use for both the physical games and the cognitive games. However, a relationship between the output quality of the game and the usage behavior was apparent only in the case of the cognitive exergames. Finally, the impact of social influence on the intention to use and the usage behavior was more pronounced for the physical exergames. Overall, the results revealed that the acceptance of exergames by the elderly depends not so much on the awareness of fun in using the game, but the perceived usefulness of the related physical and cognitive abilities.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.