Using Laddering To Understand The Use Of Gamified Wearables By Seniors

ICT4AWE 2019: PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON INFORMATION AND COMMUNICATION TECHNOLOGIES FOR AGEING WELL AND E-HEALTH(2019)

引用 0|浏览2
暂无评分
摘要
Gamified wearables have the potential to assist seniors in living independently with a good quality of life. However, the use of (gamified) wearables by seniors is very limited. The uses and gratifications theory states that needs motivate the use of computer mediated communication. Therefore, this qualitative study aimed to find the needs that motivate the use of gamified wearables by seniors. Laddering interviews have been conducted with a group of 12 seniors that live independently in their own homes. Four needs were identified: the needs for 1) good health, 2) accomplishment, 3) independency and 4) peace of mind. The need to be healthy and the need for accomplishment could be fulfilled by the gamified wearable and motivated seniors to use it. However, the needs for independency and peace of mind were undermined by the gamified wearable Participants expected the gamified wearable to make them less independent and diminish their sense of accomplishment of being healthy autonomously. The participants also feared information anxiety caused by information about their physical health, which they expected to undermine their peace of mind. This study concludes that a more user-centric design is needed for the gamified wearable to meet the needs of seniors.
更多
查看译文
关键词
Gamified Wearable, Health Technology, Gerontechnology, Aging, Human Needs
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要