Two technology trends address the rising costs of healthcare systems in aging societies: Serious Games for Healthcare and Ambient Assisted Living Environments.
Surprisingly, these concepts are rarely combined and the users’ perception and use of Serious Games in Ambient Assisted Living environments is insufficiently understood.
We present the evaluation of a serious game for stimulating cognitive abilities for elderly with regard to technology acceptance (based on the UTAUT2 model), performance and preference for an interaction device (tablet, table, wall).
The results suggest that acceptance of serious games is independent of gender, technical expertise, gaming habits, and only weakly influenced by age.
Determinants for acceptance are perceived fun and the feeling that the users can make playing the game a habit. Performance within the game is explained by age and previous gaming experience.
All investigated interaction devices were rated as useful and easy to learn, although the wall-sized display had lower approval levels.
The article concludes with guidelines for successfully introducing serious games for healthcare to residents in ambient assisted living environments.
Full Paper presentation at INTERACT 2015, 14.-18. September 2015, Bamberg, Germany.
More than Just Lines on a Map: Best Practices for U.S Bike Routes
Serious Games for Cognitive Training in Ambient Assisted Living Environments - A technology acceptance perspective
1. SERIOUS GAMES FOR
COGNITIVE TRAINING IN AMBIENT
ASSISTED LIVING ENVIRONMENTS
TECHNOLOGY ACCEPTANCE of
Jan Wittland
Philipp Brauner
Martina Ziefle
Human-Computer Interaction Center
RWTH Aachen University, Germany
philipp.brauner@rwth-aachen.de
Full Paper presentation at INTERACT 2015, 14.-18. September 2015, Bamberg, Germany:
J. Wittland, P. Brauner, M. Ziefle, Serious Games for Cognitive Training in Ambient Assisted Living Environments – A
Technology Acceptance Perspective, in: J. Abascal, S. Barbosa, M. Fetter, T. Gross, P. Palanque, M. Winckler (Eds.),
Proceedings of the 15th INTERACT 2015 Conference, LNCS Volume 9296, Springer International Publishing, 2015: pp.
453–471. doi:10.1007/978-3-319-22701-6_34.
2. Agenda
Motivation
– Demographic change
– Ambient Assisted Living
Two Serious Games for AAL
Technology Acceptance
Evaluation
– Research Questions
– Design, Sample
– Input Devices
– Performance
– Acceptance
Discussion and Outlook
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
2
4. Motivation – Demographic change
Demographic change
– Developed societies are aging
– Dependency ratio will double by 2050
– Number of people 75+ will triple until 2060
Demographic challenge
– Reduce costs of social systems
Develop assistive technology
– Support elderly and frail people
– Systems that promote staying
healthy and independent
Ensure acceptance of these systems
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
4
DESTATIS, 12th coordinated population projection (W1)
5. Future Care Lab at RWTH Aachen University
Ambient Assisted Living Lab (originally for heart patients)
– House automation (lights, air conditioning, music, …)
– Multi touch wall and table
– Sensory Floor
– Interactive gesture lamp
– 3d Motion tracking and gesture detection
– Infrared camera
– Weight scale
Extensive studies on technology acceptance
– Motives and barriers for usage
– Privacy & trust, usability
– Age, Gender, technology expertise,
medical conditions
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
5
teaservideo:
http://vimeo.com/31951636
6. Future Care Lab Video
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
6
http://vimeo.com/31951636
7. Serious Games for Healthcare in
Ambient Assisted Living Environments
Started with useful apps and service
Now: Add hedonic components
“FitnessFarm” – Exercise Game
– Kinect-based motion tracking
– Elderly report lower pain levels and fun
strengthens independence and happiness
“Cook It Right” – cognitive abilities
– Train remembering and planning abilities
– Early diagnosis MCI and dementia?
– Prolong cognitive decline?
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
7
Goal: Understand user and system factors that
influence acceptance and performance in SG4HC.
8. How can Acceptance be measured?
Technology Acceptance Models
Goal: Predict use of technology or services (USE)
– Identify promoting or hindering factors
– Design, trainings, marketing, different products, …
Predict (USE) in advance?
– Measure usage intention (INTENT)
– High correlation between (INTENTION) and (USE)
USEINTENTF..
F1
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
8
Fi
Months…years
9. Technology Acceptance Research: Unified Theory
of Acceptance and Use of Technology 2 (UTAUT2)
Intention To Use and Use governed by
– Performance Expectancy (PE)
– Effort Expectancy (EE)
– Facilitating conditions (FC)
– Social Influence (SI)
– Hedonic Motivation (HM)
– Habit (H)
– Price-Value (PV)
Mediated by
– Age
– Gender
– Experience
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
9
Venkatesh,Thong,Xu,ConsumerAcceptanceandUseof
InformationTechnology:ExtendingtheUnifiedTheoryof
AcceptanceandUseofTechnology,MISQuarterly.36(2012)
157–178.
10. Iterative development process
User-centered and iterative design
– Personas, storyboards
– Paper prototypes
– Functional prototypes
(graphics from paper prototype)
– Participatory
Cooking environment
– First: Remember a recipe
– Second: Combine elements to cook meal
Turn-based
Touch-based interaction
– Goal: Correctness and Performance
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
10
12. Evaluation
Research Questions
Preferred Input Device
– Tablet
– Table
– Wall-Sized Display
Determinants for Performance and Usage
– Influence of Age, Gender, technology experience,
– Domain expertise, gaming frequency
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
12
see publication
13. Evaluation: Experimental Setup
Depended Variables:
– Performance level 1…3
– Intention To Use
– UTAUT2 factors
– Device Rating
Independent Variables:
– Gender, Age
– Need for Achievement
– Technical expertise
(self-efficacy, PEU, UF)
– Cooking expertise
(self-efficacy, PEU, UF)
Level 1 Level 2Pre Survey Level 3 Post Survey
Increasing complexity
Sample:
– Young & Elderly
– Males/females
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
13
14. Multiple Recipes with varying complexity
Different recipes as XML trees
– (root ≙ completed meals)
Increasing complexity
– Simple (12 nodes / 11 transitions)
– Medium (23 nodes / 22 transitions)
– Hard (24 nodes / 23 transitions)
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
14
(simple – scrambled eggs)
(medium - pancake)
(hard – steak and roast potatoes)
15. Three interaction surfaces
Tablet
– 18 × 28 cm2
– Wireless connection
Table
– 47.5 × 29.9cm2
– Display embedded in table from Swedish furniture
store
Wall
– 4.8 × 2.4m2
– rear projection, infrared cameras
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
15
16. Evaluation: Sample description
64 participants
– 34 male, 30 female
– 32 younger, 32 older subjects (16-84 years)
Age
– Lower technology expertise/self-efficacy (ρ=-.399, p<.01)
– Less inclinde towards games (ρ=-.731, p<.01)
– Higher health attitude (ρ=.323, p<.01)
– Same Need for Achievement (ρ=.04, p<.01)
Gender1
– Influences technology expertise (ρ=-.376, p<.01)
– game frequency (ρ=-.234 p=.063 <.1)
– Same health attitude (ρ=-.079, p=.535)
– Same Need for Achievement (ρ=-.14, p>.1)
– Women higher domain expertise (ρ=.361, p>.1)
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
17
Genderdummycoded1=male,2=female
18. Results: Performance
Decreases with level’s difficulty (Wow!)
Complex slower than Middle
(just one additional element)
Performance decreases with
– Age (ρ=-.675, p<.01)
– Lower technical self-efficacy (ρ=-.475, p<.01)
– Lower gaming frequency (ρ=-.373, p<.01)
– Low domain expertise (ρ=.388, p<.05)
Multiple linear regression reveals
– AGE+GAMING FREQ. (r2=.366)
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
19
19. Results: Determinants for Intention to Use
User factors
User factors
– Age marginally related to Intention to Use
r=.222 (p < .1)
– Independent of
Gender
Gaming frequency (!)
Self-efficacy in interacting with technology
Cooking self-efficacy
Need for Achievement
Performance!
Usually:
– Age, gender, technical self-efficacy, and gaming freq.
Intention To Use
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
20
20. Results: Determinants for Intention to Use
UTAUT2 factors
UTAUT2 factors
– Performance Expectancy (PE)
– Effort Expectancy (EE)
– Facilitating conditions (FC)
– Social Influence (SI)
– Hedonic Motivation (HM)
– Habit (H)
– Price-Value (PV)
Multiple linear regression reveals
– Hedonic Motivation and Habit strongest predictors for
Intention To Use (r2 = .63)
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
21
BI ρ-Correlation
PE .499, p<.01
EE p>.1
FC p>.1
H .578, p<.01
SO .612, p<.01
PV .413, p<.01
HE .718, p<.01
22. Discussion and Takeaway
Performance relates to
– Age, Gaming Experience
Intention to Use independent of
– (Age)
– Gender, Performance and domain expertise
– Technical self-efficacy, gaming frequency
(contrary to exercise game!)
Most crucial for adoption
– Hedonic Motivation make games fun
– Habit nudge people to use them, provide social or financial
incentives, role models
Limitation:
– Short term (actual use?) and between-subj. evaluation
– No evaluation of game’s efficacy generally disputed!
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
23
23. Summary
Thank you for you attention. Questions?
Evaluation of a
Cognitive training game in AAL environment
Performance
– explained by age and gaming frequency
Usage Intention
– User factors: Independent of Gender, technical
expertise, gaming frequency, cooking expertise, Need
for Achievement
– UTAUT2: Strongest predictors:
Hedonic Motivation and Habit
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
24
Contact:
Philipp Brauner
brauner@comm.rwth-aachen.de
Human-Computer Interaction Center
RWTH Aachen University
See also:. Brauner, A. Holzinger, M. Ziefle, Ubiquitous Computing at its best: Serious Exercise
Games for Older Adults in Ambient Assisted Living Environments – A Technology Acceptance
Perspective, EAI Endorsed Transactions on Serious Games. 15 (2015) 1–12. doi:10.4108/sg.1.4.e3.
25. Three Devices
– Tablet (18×28cm2, wireless connection, capacitive)
– Table (47×30cm2, HDMI, capacitive)
– Wall (4.8×2.4m2, HDMI, IR cameras)
– Between-subjects design
Results
– Overall high rating
– Unclear findings
Wall less suitable
Tablet imprecise (latency)?
– Even no clear preference in
within-subj. study offer all devices
– Details in paper
Device Ratings
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
26
26. Similarities and differences:
Technology and cooking domain
Domain expertise
– (SE) Self-efficacy
– (EoU) Perceived Ease of Use
– (UF) Usage Frequency
SE, EoU, UF closely related within domain
Both domains distinct
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
27
27. Cook it Right – Cognitive training in AAL
User factors, performance, and UTAUT2
2015-09-16
Serious Games for Cognitive Training in AAL - A Technology Acceptance Perspective / Wittland, J., Brauner, P.,
Ziefle M. / Interact 2015, Bamberg, Germany
28
Hinweis der Redaktion
Social inclusion as in the previous talk. Totally different direction. Vision technology in 10 to 15 years.
Human Computer Interaction Center Aachen University.
Design and Evaluation of Interactive Systems with a focus on user-diversity and technology acceptance.
Joined the group later when the lab was conceptionalized.
What might the new contribution be?
Lab was focused on safty and monitoring aspects => new aspect was the integration of fun and hedonic aspects to investigate a different set of health care solutions. => Serious games for healthcare.
Not for the market, but for understanding system and user factors that influence acceptance, usage and performance in serous games in healthcare.
"Prediction is very difficult, especially if it's about the future." --Nils Bohr
Approx. 45min. per participant
Achievement motivation