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Effects of pervasive game on behavioral intention towards fitness among older adults in Henan: An empirical study

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General Information Cached
Title
Effects of pervasive game on behavioral intention towards fitness among older adults in Henan: An empirical study
Type
Article
Main Author
Erni Marlina Saari
Subject
T Technology (General)
ISBN
0360-1277
Language Code
eng
Bibliographic Details
Place of Production
Tanjung Malim
Publisher
Fakulti Komputeran & Meta-Teknologi
Year of publication
2024
Notes
Educational Gerontology
Dissertation Note
Other
Degree Type
Others
Corporate Name
Universiti Pendidikan Sultan Idris

Abstract

Improving the fitness of older adults is a primary concern in countries with rapidly growing aging populations. This study examines older adults’ behavioral intention to engage in fitness activities using a bespoke pervasive game called Agoing. Based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model, this study developed the UTAUT-LK model, ‘LK’ is an acronym for linear and knowledge. The UTAUT-LK model tested five independent variables in a single-group quasi-experiment. Data were collected from 378 participants using a 20-item questionnaire and subsequently analyzed through a structural equation model. The results indicate that effort expectancy (EE, p =.033), social influence (SI, p =.029), and hedonic motivation (HM, p

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