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Enhancing Emotional Stability and Mental Comfort in Older Adults through a Nostalgic VR Game: A Technology Acceptance Model Analysis

Author

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  • Chi-Hui Chiang

    (Department of Information Management, Chia-Nan University of Pharmacy and Science, No. 60, Sec. 1, Erren Rd., Rende Dist., Tainan City 717301, Taiwan)

  • Zhi-Yuan Su

    (Department of Multimedia and Game Development, Chia-Nan University of Pharmacy and Science, No. 60, Sec. 1, Erren Rd., Rende Dist., Tainan City 717301, Taiwan)

  • Chu-Fen Li

    (Department of Finance, National Formosa University, No. 64, Wunhua Rd., Huwei Township, Yunlin County 632301, Taiwan)

  • I-Hsien Liu

    (Department of Electrical Engineering, National Cheng Kung University, No. 1, University Rd., East Dist., Tainan City 701401, Taiwan)

  • Chuan-Kang Liu

    (Department of Artificial Intelligence and Computer Engineering, National Chin-Yi University of Technology, No. 57, Sec. 2, Zhongshan Rd., Taiping Dist., Taichung 411030, Taiwan)

Abstract

Upon observing the daily lives of older adults, they often experience comfort and emotional stability through nostalgic memories. Hence, this study develops a nostalgic VR game from which older adults can obtain a similar sense of comfort and emotional satisfaction. This study extends the technology acceptance model (TAM) to analyze factors influencing older adults’ intention to adopt this VR game. The study involved 102 older adults who participated in the VR experience. The VR game was developed using the Unity engine, designed specifically to trigger nostalgic memories. The analysis shows that the questionnaire was highly reliable. The analysis also revealed that PEOU significantly influences PU (β = 0.559, p < 0.001) and PE (β = 0.694, p < 0.001). PU positively impacts HIPG (β = 0.321, p < 0.05), while ATG strongly influences HIPG (β = 0.270, p < 0.01). The extended TAM model explained 57.3% of the variance in HIPG ( R 2 = 0.573), indicating the substantial impact of these factors on older adults’ intention to engage with the VR game. These results provide valuable insights for developers and healthcare providers aiming to integrate VR as a health tool for older adults.

Suggested Citation

  • Chi-Hui Chiang & Zhi-Yuan Su & Chu-Fen Li & I-Hsien Liu & Chuan-Kang Liu, 2024. "Enhancing Emotional Stability and Mental Comfort in Older Adults through a Nostalgic VR Game: A Technology Acceptance Model Analysis," Sustainability, MDPI, vol. 16(18), pages 1-17, September.
  • Handle: RePEc:gam:jsusta:v:16:y:2024:i:18:p:8014-:d:1477532
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    References listed on IDEAS

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    1. Wang, Qingfeng & Sun, Xu, 2016. "Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)," Technological Forecasting and Social Change, Elsevier, vol. 107(C), pages 59-68.
    2. Zhao, Zhenzhen & Renard, Damien, 2018. "Viral Promotional Advergames: How Intrinsic Playfulness and the Extrinsic Value of Prizes Elicit Behavioral Responses," Journal of Interactive Marketing, Elsevier, vol. 41(C), pages 94-103.
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