Background: The increasing adoption of mobile technologies among older adults presents new opportunities for cognitive health interventions. This study explores the acceptability and feasibility of a Cantonese‐language gamified mobile application, Challenges in Town , designed to support cognitive training through real‐life simulations. Grounded in the Technology Acceptance Model (TAM), the research investigates how gender, age, education and socioeconomic status influence older adults’ engagement with the app. Method: A qualitative methodology was employed, involving 18 semistructured interviews and two focus groups with 20 participants aged 66–85 years in Hong Kong. Thematic analysis was conducted using TAM constructs: perceived usefulness (PU), perceived ease of use (PEU), attitude towards use (ATU) and behavioural intention to use (BIU). Stratified analysis provided insights into demographic‐specific experiences. Results: Findings revealed high acceptability, with participants reporting cognitive benefits, emotional satisfaction and motivation to continue use. Younger and more tech‐savvy users adapted quickly, while older participants required initial support but expressed satisfaction postadaptation. Gendered differences emerged, with men valuing cognitive challenge and women emphasising practical memory support. Educational and socioeconomic backgrounds influenced expectations and perceived utility. Discussion and Conclusion: The study highlights the importance of user‐centred design, including intuitive navigation, customizable features and family‐assisted onboarding. While TAM provided a useful framework, emergent themes such as family support and intergenerational support, and emotional engagement and social dimensions suggest the need for broader models. These findings inform the development of inclusive digital tools that promote cognitive well‐being in ageing populations.
Lai et al. (Wed,) studied this question.