Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/117860
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dc.contributorSchool of Design-
dc.creatorQiu, Y-
dc.creatorLuximon, Y-
dc.date.accessioned2026-03-05T07:57:04Z-
dc.date.available2026-03-05T07:57:04Z-
dc.identifier.urihttp://hdl.handle.net/10397/117860-
dc.language.isoenen_US
dc.publisherMDPI AGen_US
dc.rightsCopyright: © 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Qiu, Y., & Luximon, Y. (2025). Analysis of Postures, Perceived Physical Safety, and Technology Acceptance of Immersive Exergames Among Older Adults. Applied Sciences, 15(7), 3711 is available at https://doi.org/10.3390/app15073711.en_US
dc.subjectEffort expectancyen_US
dc.subjectImmersive exergameen_US
dc.subjectOlder adultsen_US
dc.subjectPerceived physical safetyen_US
dc.subjectPerformance expectancyen_US
dc.subjectPhysical postureen_US
dc.subjectTechnology acceptanceen_US
dc.titleAnalysis of postures, perceived physical safety, and technology acceptance of immersive exergames among older adultsen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume15-
dc.identifier.issue7-
dc.identifier.doi10.3390/app15073711-
dcterms.abstractRecent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. The study was based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. UTAUT model was tested and extended by investigating two predicted factors—Physical Safety (PPS) and Physical Postures (PP)—of immersive exergames among older adults. PP, PPS, Performance Expectancy (PE), and Effort Expectancy (EE) relationships were analyzed. In this study, 40 healthy older adults were divided into 2 groups to play an immersive exergame for at least 5 min, either sitting or standing. Then, a list of measurement items based on the extended UTAUT model was completed by one-on-one interviews. The t-test results showed that PP was significantly correlated with PPS (t = −6.598, p < 0.001) and PE (t = 6.465, p < 0.001). The path analysis showed that PPS as a negative correlation was verified as a factor of PE (β = −0.438, p < 0.01). Both PP and PPS had no significant effect on EE. Overall, valuable insights and theoretical guidelines for older adults accepting immersive exergames are supported in this study.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationApplied sciences (Switzerland), Apr. 2025, v. 15, no. 7, 3711-
dcterms.isPartOfApplied sciences (Switzerland)-
dcterms.issued2025-04-
dc.identifier.scopus2-s2.0-105002461176-
dc.identifier.eissn2076-3417-
dc.identifier.artn3711-
dc.description.validate202603 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThis research was founded by Non-PAIR Research Centres of The Hong Kong Polytechnic University, grant numbers: P0050655 and P0052989.en_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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