作者
Tianrong Chen, Jiayin Chen, Calvin Kalun Or, Felix Poyin Lo
发表日期
2022/9/1
期刊
International Journal of Industrial Ergonomics
卷号
91
页码范围
103360
出版商
Elsevier
简介
Objective
We 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.
Methods
Sixty 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.
Results
At 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 …
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