eHealth Department, Roessingh Research and Development, Enschede, The Netherlands.
Biomedical Signal and Systems Group, 3230University of Twente, Enschede, The Netherlands.
Health Informatics J. 2022 Apr-Jun;28(2):14604582221106008. doi: 10.1177/14604582221106008.
Gamification within eHealth services can increase eHealth adoption. However, little is known about factors affecting adoption of gamified eHealth among older adults. In this study, we sought to explain the (continued) use of a gamified eHealth service among older adults (55+).
Participants used a gamified eHealth service, focusing on falls prevention, for 4 weeks and completed a post-test questionnaire based on the Technology Acceptance Model. We used Partial Least Squares Structural Equation Modeling to analyse our data.
Seventy-two older adults participated with a mean age of 65.1 years (SD = 7.0). Our results show that first, perceived ease of use affected use of the service (use duration: β = 0.303, = 0.130, and use frequency: β = 0.304, = 0.107). Second, perceived usefulness affected the intention to continue using the service (β = 0.754, = 0.640). Third, use of the service did not predict the intention to continue using it. Furthermore, enjoyment affected perceived usefulness (β = 0.783, = 0.563) and aesthetics affected perceived ease of use (β = 0.634, = 0.652).
This study refutes the expected relation between use and intention to continue use a gamified eHealth service. Additionally, we learned that using theoretical approaches focusing on technology acceptance, are not suitable for explaining (continued) use of gamified eHealth services.
电子健康服务中的游戏化可以提高电子健康的采用率。然而,对于影响老年人采用游戏化电子健康的因素知之甚少。在这项研究中,我们试图解释老年人(55 岁以上)继续使用游戏化电子健康服务的原因。
参与者使用了一个以预防跌倒为重点的游戏化电子健康服务,为期 4 周,并根据技术接受模型完成了一个后测试问卷。我们使用偏最小二乘结构方程模型来分析我们的数据。
72 名老年人参与了研究,平均年龄为 65.1 岁(标准差=7.0)。我们的结果表明,首先,感知易用性影响服务的使用(使用时间:β=0.303,=0.130,使用频率:β=0.304,=0.107)。其次,感知有用性影响继续使用服务的意愿(β=0.754,=0.640)。第三,服务的使用并不能预测继续使用它的意愿。此外,享受程度影响感知有用性(β=0.783,=0.563),美学影响感知易用性(β=0.634,=0.652)。
这项研究反驳了使用与继续使用游戏化电子健康服务的意图之间的预期关系。此外,我们了解到,使用专注于技术接受的理论方法并不适合解释游戏化电子健康服务的(持续)使用。