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Analyzing influencing factors on elderly people’s perceived usability of interactive media
- 1. Leyla Dogruel, Sven Joeckel Nicholas D. Bowman
Freie Universität Berlin, Germany Universität Erfurt, Germany West Virginia University
leyla.dogruel@fu-berlin.de sven.joeckel@uni-erfurt.de Nicholas.Bowman@mail.wvu.edu
Literature Review Research Implications
Technology acceptance and the elderly Identification of major limitation:
-Extended literature on the adoption and acceptance of ICT among elderly 1. Socio-demographic, attitudinal and psychological variables are rarely
users (e.g. Czaja & Lee, 2007; Dogruel, 2010, Xie 2003, Selwyn et al. 2003, Melenhorst et al. 2001) analysed simultaneously
-Age as a crucial influence factor for the adoption and appropriation of ICT 2. Most research projects address task-related objects such as computer &
-TAM as a theoretical basis to analyse actual or intended system use Internet adoption (Eggermont et al., 2006; Katz & Rice, 2002); technology that is
characterized by entertainment purposes is largely neglected
3. Studies on ICT use by elderly people often rely on survey data focusing on
general system use and rarely confront people with a media application
RQ1: Can variance in the perceived ease of use of a computer game simulation be
Research Model explained by incorporating attitudinal and psychological along with socio-demographic
variables?
H1: An increased generalized self-efficacy is expected to have a direct influence on
Technophobia
H2 increased perceived expertise
(personal failure)
H2: An increased generalized self-efficacy is expected to decrease technophobia
H6 H3: Technophobia should be negatively related to perceived expertise with ICT use: The
higher technophobia, the lower the perceived expertise of previous ICT use
H4
Generalized Perceived H4/ H5/ H6: self-efficacy (H4) and perceived expertise with ICT (H5) should positively predict
self efficacy ease of use perceived ease of use, while technophobia (H6) should negatively predict ease of use
H3
H5
H1 Sample and Procedure
Perceived
expertise with ICT A paper-pencil-survey after stimulus exposure carried out with
elderly medias (50+) in the US and Germany
Sample
Measures N = 116; Mage = 67.32, SD = 6.46, 65% female, 47% Germans
Independent Variables Dependent Variable
Attitudinal Factors Perceived usefulness
Perceived expertise with technology 4-item measue by Dogruel 2008, α = 719, n = 114 /
6-items : α = .719, n = 114 / Germans α = .750, n = 52, US α = .663, n = 58 Germans α = .750, n = 52; US α = .675, n = 62.
Psychlogical Factors
Generalized Self Efficacy
10-item generalized perceived self-efficacy scale by Schwarzer &
Jerusalem, 1999
α = .876, n = 113 / Germans α = .889, n = 52; US α = .847, n = 61.
Technophobia
13-item scale by Sinkovics et al. 2002: personal failure α = .859, n = 112 /
Germans α=.870, n=52; US α=.851, n=60; human-machine ambiguity α =
.801, n = 115/ Germans α=.784, n=54; US α=.811, n=61; convenience α =
Materials
.809, n = 115)/ Germans α=.734, n=54; US α=.858, n=61.
A virtual world, using the AURORA© -Toolset
Typical point-and-click style role-play/ adventure video
Socio-demographics
game with mouse and keyboard controls
Age
Simple (and fun) task structure: talk to NPCs to get
Gender
picture books
Education
Low, medium, higher
Results
RQ1
Step 1: Hierachical Regression Analysis
Significant gain in explained variance (∆R2=.213***) by adding
psychological and attitudinal factors to socio-demographic factors
alone. Perceived expertise with ICT (β = .270* ) and
Technophobia (personal failure) (β = -.372*** ) as significant
predictors.
H1 – H6
See path-model
N = 116, ML-estimation, standardized direct effects, p – level: *** = p <.001; ** p <.01, ns= p >.1, fully identified ied
Discussion
The inclusion of (general) psychological factors provides additional explanatory power over socio-demographic variables for explaining ease of
use for entertaining, interactive media. Personal failure (negative) and perceived expertise with ICT(positive) are moderate predictors of ease of
use for an elderly population. Generalized self-efficacy has an indirect effect - running through perceived expertise.
When psychological barriers are overcome and sufficient experience with ICT are acquired elderly user’s will have less problems using classical
PC games with mouse and keyboard controls.