This is the authors' abstract. We don't add key points for this paper.
Improving the fitness of older adults is a primary concern in countries with rapidly growing aging populations. This study examines older adults’ behavioral intention to engage in fitness activities using a bespoke pervasive game called Agoing. Based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model, this study developed the UTAUT-LK model, ‘LK’ is an acronym for linear and knowledge. The UTAUT-LK model tested five independent variables in a single-group quasi-experiment. Data were collected from 378 participants using a 20-item questionnaire and subsequently analyzed through a structural equation model. The results indicate that effort expectancy (EE, p = .033), social influence (SI, p = .029), and hedonic motivation (HM, p < .001) significantly affect behavioral intention, with a high effect size (r = .827). In conclusion, well-designed pervasive games can enhance older adults’ EE, SI, and HM to engage in fitness activities. This study contributes to understanding the behavioral intention toward physical activity among older adults through the pervasive game.
Answers are grounded in this paper and cite their sources.
No takes yet. Share an insight, caveat, or question.
Liu et al. (2023) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: