Factors influencing seniors' adoption of augmented reality cognitive training games: An extended TAM with moderating effects of participants' attributes using a PLS-SEM approach.
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| Title: | Factors influencing seniors' adoption of augmented reality cognitive training games: An extended TAM with moderating effects of participants' attributes using a PLS-SEM approach. |
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| Authors: | Wu, Chia‐Chen (AUTHOR), Yeh, Po-Chan (AUTHOR), Huang, Kuo-Chen (AUTHOR), Hu, Hui-Yun (AUTHOR) |
| Source: | Educational Gerontology. Apr2026, Vol. 52 Issue 4, p407-429. 23p. |
| Subjects: | Patient compliance, Cross-sectional method, Community health services, Scale analysis (Psychology), Research funding, Pleasure, Attitudes toward computers, Digital health, Sex distribution, Anxiety, Structural equation modeling, Multivariate analysis, Age distribution, Games, Motivation (Psychology), Cognition disorders, Technology, Augmented reality, Cognitive rehabilitation, Regression analysis, Educational attainment |
| Geographic Terms: | Taiwan |
| Abstract: | This study examines the factors influencing seniors' adoption of augmented reality (AR) cognitive training games through an extended Technology Acceptance Model (TAM). It incorporates exogenous constructs such as computer anxiety (CAX) and innovation traits (IT) to address barriers to digital inclusion and AR cognitive training games adoption for cognitive training. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the relationships between Perceived Ease of Use (PEOU), Perceived Usefulness (PU), and Behavioral Intention to use (BI) were analyzed. Data were collected from participants aged 65–80 who completed 30-minute AR sessions (Apple Shooter and AR Dunk) at community centers. BI emerged as the strongest predictor of actual usage behavior (AUB), with PU and attitude toward usage behavior (ATUB) also playing significant roles. Perceived enjoyment (PE) and IT positively influenced ATUB, while CAX negatively affected PEOU and BI. Age and gender moderated these relationships, underscoring the need for user-specific AR cognitive training games designs. The findings highlight BI's critical role in AR cognitive training games adoption and emphasize the importance of intuitive, anxiety-reducing AR tools with simplified interfaces and tailored tutorials to support cognitive health and digital inclusion. [ABSTRACT FROM AUTHOR] |
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| Database: | Psychology and Behavioral Sciences Collection |
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| Abstract: | This study examines the factors influencing seniors' adoption of augmented reality (AR) cognitive training games through an extended Technology Acceptance Model (TAM). It incorporates exogenous constructs such as computer anxiety (CAX) and innovation traits (IT) to address barriers to digital inclusion and AR cognitive training games adoption for cognitive training. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the relationships between Perceived Ease of Use (PEOU), Perceived Usefulness (PU), and Behavioral Intention to use (BI) were analyzed. Data were collected from participants aged 65–80 who completed 30-minute AR sessions (Apple Shooter and AR Dunk) at community centers. BI emerged as the strongest predictor of actual usage behavior (AUB), with PU and attitude toward usage behavior (ATUB) also playing significant roles. Perceived enjoyment (PE) and IT positively influenced ATUB, while CAX negatively affected PEOU and BI. Age and gender moderated these relationships, underscoring the need for user-specific AR cognitive training games designs. The findings highlight BI's critical role in AR cognitive training games adoption and emphasize the importance of intuitive, anxiety-reducing AR tools with simplified interfaces and tailored tutorials to support cognitive health and digital inclusion. [ABSTRACT FROM AUTHOR] |
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| ISSN: | 03601277 |
| DOI: | 10.1080/03601277.2025.2500728 |