Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/115157
Title: Enhancing older adults’ technology adoption and knowledge transfer of gerontechnology —— a gamification approach
Authors: An, Siyang
Degree: Ph.D.
Issue Date: 2025
Abstract: The confluence of two global trends, accelerated digital transformation and an unprecedented demographic shift towards an aging population, has brought about significant challenges and potential opportunities for society. Gerontechnology, which integrates technology with gerontology, is assumed to be important in enhancing the quality of life for older adults and ameliorating age-related problems. However, older adults consistently exhibit lower levels of technology adoption compared to younger generations. With the rapid evolution of technologies and the ongoing progress of digitization, the digital divide among older adults may be further exacerbated, leading to an increasing urgency to bridge this divide.
Consequently, research focusing on the acceptance and adoption of technology among older adults assumes crucial importance. Numerous studies have investigated older adults' technology usage behavior, the factors influencing their technology adoption, and the physical design of gerontechnical products. However, the exploration of supporting services in gerontechnology remains limited, and barriers to technology adoption persist among older adults.
This thesis aims to develop an effective way to enhance older adults' technology adoption and knowledge transfer. To reduce older adults' resistance and anxiety towards technology, servitization, which is a new research direction, is expected to play a major role due to its ability to add value to customers. Among various servitization strategies, gamification, with its potential to motivate people, offers a great opportunity to address the issue of technology adoption among older adults. To achieve the research objectives, a comprehensive analysis from both macro and micro perspectives has been conducted to gain insights into the current progress and future trends in the field of older adults' technology adoption, as well as their perspectives on technology and related services. From a macro perspective, a roadmap of gerontechnology products and services has been presented, reviewing the previous research outcomes and highlighting current advancements, while also identifying challenges and opportunities for future development. From a micro perspective, a face-to-face interview-based survey of 104 older adults was conducted to understand their perceptions. This survey highlighted the relatively low technology acceptance and adoption among older adults, as well as shortcomings in supportive services for gerontechnology, particularly during the initial use phase.
Building on these findings, a tailor-made gamification approach has been developed to enhance older adults' technology adoption and knowledge transfer. To evaluate the performance of the proposed gamification approach, a case study on mobile payment in Hong Kong was conducted of 115 older adults participating in the study. The extended technology acceptance model and structural equation modeling were used for examination. The findings revealed notable gamification-induced improvements in the knowledge and technology adoption intentions of older adults, with the average self-perceived knowledge increasing from 4.66 to 7.90, and average technology adoption intention improving from 5.04 to 6.01. Moreover, significant positive relationships were observed between gamification effectiveness and technology adoption constructs.
The results of this thesis reveal a significant positive effect of gamification on the acceptance and usage of technology by older adults and a strong demand for technology supporting services. This thesis provides an effective solution for bridging the digital divide among older adults and creates a new dimension for investigating older adults' technology adoption. It offers implications for both research and practice in improving the design, development, and delivery of technologies for this demographic.
Subjects: Gerontechnology
Technology and older people
Games -- Psychological aspects
Motivation (Psychology)
Hong Kong Polytechnic University -- Dissertations
Pages: 204 pages : color illustrations
Appears in Collections:Thesis

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