Acceptance Level of Older Chinese People Towards Video Shooting Games

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)

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Author(s)

Detail(s)

Original languageEnglish
Title of host publicationHuman Aspects of IT for the Aged Population
Subtitle of host publicationHealthy and Active Aging - 6th International Conference, ITAP 2020, Proceedings, Part II
EditorsQin Gao, Jia Zhou
PublisherSpringer
Pages707-718
ISBN (Electronic)9783030502492
ISBN (Print)9783030502485
Publication statusPublished - Jul 2020

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume12208
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Title6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
PlaceDenmark
CityCopenhagen
Period19 - 24 July 2020

Abstract

This study aimed to explore the acceptance level of older Chinese individuals in Hong Kong towards video shooting games (VSGs). Factors that influenced older adults to play VSGs were examined using qualitative research methods. A modified technology acceptance model (TAM) was used to explain and predict why older adults accept or reject VSGs. Experiments with three types of VSGs (mild violence, moderate violence and sports related) and face-to-face interviews were conducted with 47 adults above the age of 65 years. Six factors that affected the acceptance level of older adults towards VSGs were examined. These factors included physical and cognitive abilities, facilitating conditions, social influence, challenge, enjoyment and experience. Physical and cognitive abilities were respectively defined as general physical capabilities, such as balance and flexibility, and mental capabilities, such as reasoning and problem solving. Facilitating conditions were related to accessibility of VSGs, such as financial resources and technical support from others. Social influence denoted the effect of other people on older adults’ thoughts, behaviours and acceptance of VSGs to meet the expectations of the social environment. Challenge represented the perceived difficulty of older adults regarding VSGs, which influenced their willingness to play such games. Enjoyment was the state of taking pleasure in VSGs, and experience included the knowledge and skills that players can acquire from similar or related games. Results showed a negative correlation between age and acceptance level of VSGs. Participants between the ages of 65 and 75 years had a higher behavioural intention towards playing VSGs than those between the ages of 76 and 85 years and above. However, 96% of the participants had never played VSGs prior to the experiments, which showed that shooting games may not be a preferred video game genre among older adults. Physical and cognitive abilities and facilitating conditions were the most significant factors that influenced the older gamers’ acceptance of VSGs. This finding suggested that improvements in physical and cognitive abilities and encouragement from peers and family members could lead to a significantly high willingness in older adults to play VSGs. Results also showed that the effects of social influence and challenge on the acceptance level of older adults towards VSGs were insignificant. Interestingly, enjoyment had a neutral or no relationship with VSG acceptance of older gamers, and older adults preferred sports-related VSGs over violence-related VSGs. These findings were important for understanding the factors that affected game acceptance of older individuals.

Research Area(s)

  • Older Chinese people, Qualitative research, Technology acceptance model (TAM), Video shooting game (VSG)

Citation Format(s)

Acceptance Level of Older Chinese People Towards Video Shooting Games. / Yu, Rita W. L.; Yuen, Wai Hung; Peng, Lu; Chan, Alan H. S.

Human Aspects of IT for the Aged Population : Healthy and Active Aging - 6th International Conference, ITAP 2020, Proceedings, Part II. ed. / Qin Gao; Jia Zhou. Springer, 2020. p. 707-718 (Lecture Notes in Computer Science; Vol. 12208).

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)