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An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore

Published:22 April 2009Publication History

ABSTRACT

Recent developments in digitally mediated games such as the Nintendo Wii aim to encourage exercise. This paper focuses on assessing the efficacy of the Nintendo Wii, popular in the United States and Japan, in promoting regular exercise among senior citizens in Singapore (aged 65 years and above). Adapting from the Technology Acceptance Model (TAM), this exploratory study examines senior citizens' perceptions of the Nintendo Wii. Twenty-eight participants took part in this pilot study conducted at a senior citizens centre in Singapore. Data collection was carried out via a self-reported questionnaire and video observation. Findings indicate that senior citizens perceived the Nitindo Wii usable with realistic depictions of games and had positive engagement with the Wii games. However, contrary to prior belief, findings did not show that perceived usefulness has a significant influence on senior citizens' intention to use the Wii for improving social interaction, health and exercise. The paper concludes with a discussion on the design and impact of digitally mediated games for elderly users.

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      • Published in

        cover image ACM Other conferences
        i-CREATe '09: Proceedings of the 3rd International Convention on Rehabilitation Engineering & Assistive Technology
        April 2009
        222 pages
        ISBN:9781605587929
        DOI:10.1145/1592700
        • Conference Chairs:
        • Wei Tech Ang,
        • Wantanee Phantachat

        Copyright © 2009 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 22 April 2009

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