analyzing influencing factors on elderly people’s perceived usability of interactive media
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Research ImplicationsLiterature Review
Research Model
Technology acceptance and the elderly-Extended literature on the adoption and acceptance of ICT among elderly users (e.g. Czaja & Lee, 2007; Dogruel, 2010, Xie 2003, Selwyn et al. 2003, Melenhorst et al. 2001)
-Age as a crucial influence factor for the adoption and appropriation of ICT-TAM as a theoretical basis to analyse actual or intended system use
A paper-pencil-survey after stimulus exposure carried out with elderly medias (50+) in the US and GermanySample N = 116; Mage = 67.32, SD = 6.46, 65% female, 47% Germans
Independent VariablesAttitudinal FactorsPerceived expertise with technology 6-items : α = .719, n = 114 / Germans α = .750, n = 52, US α = .663, n = 58
Psychlogical FactorsGeneralized Self Efficacy10-item generalized perceived self-efficacy scale by Schwarzer & Jerusalem, 1999 α = .876, n = 113 / Germans α = .889, n = 52; US α = .847, n = 61.Technophobia13-item scale by Sinkovics et al. 2002: personal failure α = .859, n = 112 / Germans α=.870, n=52; US α=.851, n=60; human-machine ambiguity α = .801, n = 115/ Germans α=.784, n=54; US α=.811, n=61; convenience α = .809, n = 115)/ Germans α=.734, n=54; US α=.858, n=61.
Socio-demographicsAgeGenderEducationLow, medium, higher
Sample and Procedure
Leyla Dogruel, Freie Universität Berlin, [email protected]
Analyzing influencing factors on elderly people’s perceived ease of use of interactive media
RQ1: Can variance in the perceived ease of use of a computer game simulation be explained by incorporating attitudinal and psychological along with socio-demographic variables? H1: An increased generalized self-efficacy is expected to have a direct influence on increased perceived expertiseH2: An increased generalized self-efficacy is expected to decrease technophobiaH3: Technophobia should be negatively related to perceived expertise with ICT use: The higher technophobia, the lower the perceived expertise of previous ICT useH4/ H5/ H6: self-efficacy (H4) and perceived expertise with ICT (H5) should positively predict perceived ease of use, while technophobia (H6) should negatively predict ease of use
Sven Joeckel Universität Erfurt, [email protected]
Nicholas D. BowmanWest Virginia University [email protected]
Identification of major limitation:1. Socio-demographic, attitudinal and psychological variables are rarely
analysed simultaneously2. Most research projects address task-related objects such as computer &
Internet adoption (Eggermont et al., 2006; Katz & Rice, 2002); technology that is characterized by entertainment purposes is largely neglected
3. Studies on ICT use by elderly people often rely on survey data focusing on general system use and rarely confront people with a media application
Generalized self efficacy
Technophobia (personal failure)
Perceived expertise with ICT
Perceived ease of use
H1
H2
H3
H4
H5
H6
Measures
Dependent VariablePerceived usefulness 4-item measue by Dogruel 2008, α = 719, n = 114 / Germans α = .750, n = 52; US α = .675, n = 62.
MaterialsA virtual world, using the AURORA© -ToolsetTypical point-and-click style role-play/ adventure video game with mouse and keyboard controlsSimple (and fun) task structure: talk to NPCs to get picture books
Results
N = 116, ML-estimation, standardized direct effects, p – level: *** = p <.001; ** p <.01, ns= p >.1, fully identified ied
Discussion
RQ1Step 1: Hierachical Regression Analysis Significant gain in explained variance (∆R2=.213***) by adding psychological and attitudinal factors to socio-demographic factors alone. Perceived expertise with ICT (β = .270* ) and Technophobia (personal failure) (β = -.372*** ) as significant predictors.
H1 – H6See path-model
The inclusion of (general) psychological factors provides additional explanatory power over socio-demographic variables for explaining ease of use for entertaining, interactive media. Personal failure (negative) and perceived expertise with ICT(positive) are moderate predictors of ease of use for an elderly population. Generalized self-efficacy has an indirect effect - running through perceived expertise.
When psychological barriers are overcome and sufficient experience with ICT are acquired elderly user’s will have less problems using classical PC games with mouse and keyboard controls.