技术接受模型
游戏娱乐
可用性
德国的
透视图(图形)
心理学
计算机科学
人机交互
政治学
法学
考古
人工智能
历史
作者
Leyla Dogruel,Sven Joeckel,Nicholas David Bowman
标识
DOI:10.1080/0144929x.2015.1077890
摘要
Research on elderly people's ICT acceptance and use often relies on the technology acceptance model (TAM) framework, but has been mostly limited to task-oriented uses. This article expands approaches in technology acceptance and use by developing a model to explain entertainment-related uses of new media technology by elderly people. On a theoretical level, we expand the TAM perspective by adding concepts that act as barriers and/or facilitators of technology acceptance, namely technophobia, self-efficacy and previous experience and expertise with technology. We develop an expanded TAM by testing the role of these concepts in two studies on entertainment media technology. In Study 1, we investigate behavioural intention to use 3D cinema among N = 125 German elderly media users (Age 50+). In Study 2, we focus the actual use of a computer game simulation by N = 115 German and US elderly media users (Age 50+). Findings in both studies point towards the central role of perceived usefulness, here modelled as enjoyment, as the reason for elderly people's use and acceptance of entertainment media technology. Perceived ease of use is seen as a precondition for enjoyment, particularly for interactive media.
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