A case study of senior user acceptance for Orange Technology game

Ming Hui Lin, Shu Hui Chen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

This study incorporated a virtual orchid gardening game as a case of Orange Technology game (OTG) to qualitatively study the factors influencing senior user acceptance and their causal relationships. In this study, we first conduct a panel discussion with 15 participants to come out general issues; then conduct user interviews with 23 senior users to evaluate the significance of each issue, and to explore their relationships and make propositions. The results show that knowledge learning and social interaction have positive effects on both self-efficacy and hedonic experience, self-efficacy also has a positive effect on hedonic experience, and hedonic experience will have a direct impact on behavior intention to use OTG system. Consequently, we summarize above propositions into a conceptual model, named as seniors' game-technology acceptance model (SGTAM).

Original languageEnglish
Title of host publicationICOT 2013 - 1st International Conference on Orange Technologies
Pages59-62
Number of pages4
DOIs
Publication statusPublished - 2013
Event1st International Conference on Orange Technologies, ICOT 2013 - Tainan, Taiwan
Duration: 2013 Mar 122013 Mar 16

Publication series

NameICOT 2013 - 1st International Conference on Orange Technologies

Other

Other1st International Conference on Orange Technologies, ICOT 2013
Country/TerritoryTaiwan
CityTainan
Period13-03-1213-03-16

All Science Journal Classification (ASJC) codes

  • Computer Networks and Communications

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