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A case study of senior user acceptance for Orange Technology game

机译:Orange Technology游戏获得高级用户认可的案例研究

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This study incorporated a virtual orchid gardening game as a case of Orange Technology game (OTG) to qualitatively study the factors influencing senior user acceptance and their causal relationships. In this study, we first conduct a panel discussion with 15 participants to come out general issues; then conduct user interviews with 23 senior users to evaluate the significance of each issue, and to explore their relationships and make propositions. The results show that knowledge learning and social interaction have positive effects on both self-efficacy and hedonic experience, self-efficacy also has a positive effect on hedonic experience, and hedonic experience will have a direct impact on behavior intention to use OTG system. Consequently, we summarize above propositions into a conceptual model, named as seniors' game-technology acceptance model (SGTAM).
机译:本研究以Orange Technology游戏(OTG)为例,结合了虚拟兰花园艺游戏,以定性研究影响高级用户接受度的因素及其因果关系。在这项研究中,我们首先与15名参与者进行小组讨论,以提出一般性问题;然后与23位高级用户进行用户访谈,以评估每个问题的重要性,并探讨他们之间的关系并提出建议。结果表明,知识学习和社交互动对自我效能感和享乐体验均具有积极影响,自我效能感对享乐体验也具有积极影响,享乐体验将对使用OTG系统的行为意图产生直接影响。因此,我们将上述命题总结为一个概念模型,称为老年人的游戏技术接受模型(SGTAM)。

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