Abstract:
OBJECTIVE:With the advent of occupational therapists' use of virtual gaming as an intervention strategy to enhance the occupational performance of many populations, there is a need to better understand the factors influencing occupational therapists' acceptance and use of this strategy as it pertains to specific groups. This study investigated the appropriateness of using the Unified Theory of Acceptance and Use of Technology (UTAUT) to predict what drives occupational therapists' use of this ad hoc, intuitive, and idiosyncratic intervention strategy with their older adult clients. MATERIALS AND METHODS:A cross-sectional Web-based survey of occupational therapists who primarily work with older adults was designed to measure constructs based from the validated UTAUT. Evidence was elicited from 516 occupational therapists. Analyses included descriptive analyses, Cronbach's alpha reliability analysis, confirmatory factor analysis, and examination of goodness of fit criteria and factor loading indicators. RESULTS:The results confirmed that performance expectancy, attitude, and social influence significantly contribute to occupational therapists' behavioral intention to use off-the-shelf virtual gaming as an intervention strategy with older adults in occupational therapy. Contrary to technology acceptance research, performance expectancy had a negative impact on behavioral intention in this study. The research model explained 83 percent of the variance in behavioral intention and 30 percent of the variance in use behavior. CONCLUSIONS:The study demonstrates that the UTAUT model provides an effective means to understand occupational therapists' acceptance and use of off-the-shelf virtual gaming as an intervention strategy with their older adult clients.
journal_name
Games Health Jjournal_title
Games for health journalauthors
Walker BAdoi
10.1089/g4h.2014.0062subject
Has Abstractpub_date
2014-12-01 00:00:00pages
333-40issue
6eissn
2161-783Xissn
2161-7856journal_volume
3pub_type
杂志文章abstract::This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0091
更新日期:2016-04-01 00:00:00
abstract::We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0031
更新日期:2013-06-01 00:00:00
abstract:: Background: India has a diverse cultural heritage, with a wealth of indigenous folk games that are culturally ingrained. Due to the ease of acquisition, low costs, and widespread acceptability, this form of games can be incorporated to facilitate and improve physical fitne...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0191
更新日期:2020-12-01 00:00:00
abstract:: Objective: Games for heath can take the form of interactive narratives, or stories in which readers have the option to make decisions about the direction of the plot. Individual differences may affect the extent to which individuals become engaged in such narratives. ...
journal_title:Games for health journal
pub_type: 杂志文章,随机对照试验
doi:10.1089/g4h.2019.0095
更新日期:2020-06-01 00:00:00
abstract::Dr. Shilling received his Doctor of Philosophy in Experimental Psychology (Auditory Psychophysics/Neuroscience) from the University of North Carolina at Greensboro in 1992 and his Bachelor of Arts in Psychology at Wake Forest University in 1985. In 1993 he graduated with top honors from Aerospace Experimental Psycholo...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1305
更新日期:2012-04-01 00:00:00
abstract:OBJECTIVE:Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0069
更新日期:2017-02-01 00:00:00
abstract::A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0057
更新日期:2013-02-01 00:00:00
abstract:: Objective: The purpose of this project was to create a web-accessible drug education program that would positively impact student knowledge and perceptions. Materials and Methods: An interactive computer module (Interactive Mod...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0037
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to examine the measurement properties of an outcome associated with the Nintendo(®) (Kyoto, Japan) game "Wii™ Fit Free Jogging" called virtual distance. Investigations into virtual distance were carried out with a view towards using this outcome measure as a tool to estimate fitness ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0087
更新日期:2014-04-01 00:00:00
abstract:OBJECTIVE:Computerized cognitive training programs have previously shown to be effective in improving cognitive abilities in patients suffering from traumatic brain injury (TBI). These studies often focused on a single cognitive function or required expensive hardware, making it difficult to be used in a home-based env...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0043
更新日期:2017-02-01 00:00:00
abstract:OBJECTIVE:There has been growing interest in the use of active videogames to influence levels of physical activity. Most studies have investigated energy expenditure in general, without taking into account moderating factors such as player mode and game enjoyment. This study therefore examines whether children's energy...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0106
更新日期:2015-12-01 00:00:00
abstract:OBJECTIVE:This study sought to determine the effect of 6 weeks of training, using activities from the Nintendo(®) (Kyoto, Japan) "Wii™ Fit Plus" disc, on balance in community-dwelling Jamaicans 60 years and older. MATERIALS AND METHODS:A single group pretest/posttest design was used. Thirty-three subjects enrolled and...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0070
更新日期:2015-06-01 00:00:00
abstract:OBJECTIVE:Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains uncle...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0058
更新日期:2016-06-01 00:00:00
abstract:OBJECTIVE:The aim of our feasibility study was to examine the acceptability and utility of "Dance Dance Revolution" (DDR) (Konami of America, Redwood City, CA)) to increase physical fitness in 8-11-year-old black and Hispanic youth. SUBJECTS AND METHODS:Twenty-eight 4(th) and 5(th) grade children attending an aftersch...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2011.0005
更新日期:2012-02-01 00:00:00
abstract:OBJECTIVE:The aim of this article is to describe the development and testing of a prototype application ("The Heart Game") using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. MATERIALS AND METHODS:A prototype game was developed via user-driven innovatio...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0001
更新日期:2016-02-01 00:00:00
abstract:OBJECTIVE:Online support groups are popular Web-based resources that provide tailored information and peer support through virtual communities and fulfill the users' needs for empowerment and belonging. However, the therapeutic potential of online support groups is at present limited by the lack of systematic research ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0016
更新日期:2012-08-01 00:00:00
abstract:OBJECTIVE:A new program using a card game for study of children's food risk communication was developed to meet the needs of learning healthy eating. To examine the effects of the new program, an experiment was carried out in an elementary school with 132 students. MATERIALS AND METHODS:The game rules resemble those o...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0061
更新日期:2013-02-01 00:00:00
abstract::Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invit...
journal_title:Games for health journal
pub_type: 面试
doi:10.1089/g4h.2014.0139
更新日期:2015-04-01 00:00:00
abstract:OBJECTIVE:Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in po...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0010
更新日期:2012-10-01 00:00:00
abstract:OBJECTIVE:An anti-tobacco educational board game, Smoke Stacks, was designed to engage youth in critical thinking regarding marketing practices of tobacco companies and tobacco's harmful effects. A pilot study was conducted to examine whether playing this theoretically informed that board game increased knowledge about...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0186
更新日期:2019-02-01 00:00:00
abstract::Our research indicated that 10-12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity. ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0018
更新日期:2012-06-01 00:00:00
abstract:OBJECTIVE:This study explored and evaluated the integration of rehabilitation games into therapy workflow. MATERIALS AND METHODS:A multistage and multimethod study was followed: (1) A formative study involving observations and interviews with a total of approximately 90 therapists across the rehabilitation continuum w...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0039
更新日期:2014-08-01 00:00:00
abstract::The use of videogames for non-entertainment purposes has interested educational and behavioral researchers for decades. Recent technology advances have increased the interactivity of games while maintaining reasonable costs, leading rehabilitation therapists to investigate gaming consoles as an adjunct to traditional ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1308
更新日期:2012-04-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African p...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0008
更新日期:2017-10-01 00:00:00
abstract:: Objective: We aimed to confirm whether the practice of exergames produces an effect on children's mood states during school physical education (PE) classes. Materials and Methods: The children were allocated to experimental gro...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2018.0083
更新日期:2019-08-01 00:00:00
abstract:OBJECTIVE:Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0138
更新日期:2015-10-01 00:00:00
abstract:OBJECTIVE:This study explored balance performance and participant adherence to either the Wii Fit™ (Nintendo of America, Redmond, WA) or a proprioceptive BOSU(®) (Ashland, OH) ball balance program. MATERIALS AND METHODS:Twenty university-aged participants were randomly allocated to either a Wii Fit or BOSU ball balanc...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0042
更新日期:2013-10-01 00:00:00
abstract::Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behav...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0077
更新日期:2015-02-01 00:00:00
abstract:OBJECTIVE:This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo® Wii™. MATERIALS AND METHODS:The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, be...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0026
更新日期:2017-12-01 00:00:00
abstract:: Objective: We examine the extent that videogame avatars provide players with opportunities for identity exploration, aiming to test the findings of self-discrepancy theory research on the user/avatar relationship with novel cognitive anthropological methods. Specifically, ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0118
更新日期:2020-08-01 00:00:00