Factors influencing seniors’ adoption of virtual reality cognitive training games: Integrating TPB and TAM with PLS-SEM

This study examines the factors influencing seniors’ adoption of virtual reality (VR) cognitive training games by integrating the Theory of Planned Behavior (TPB) and the Technology Acceptance Model (TAM). Beyond the traditional constructs of these models, the research incorporates perceived enjoyment (PE), personal innovativeness (PI), and computer anxiety (CAX) to address seniors’ cognitive health needs and explore VR-based non-pharmacological interventions. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the study analyzed direct and indirect effects on adoption within a questionnaire-based framework. The research was conducted at community care centers in Taoyuan City, Taiwan, with 150 seniors aged 65–80. Participants engaged in a 20-min session with Nintendo Switch VR games and subsequently completed a questionnaire assessing their experiences. Results revealed that perceived ease of use (PEOU), PE, and subjective norms (SN) significantly shaped attitudes toward VR adoption, which strongly influenced behavioral intention (BI). BI emerged as a robust predictor of actual usage behavior (AUB), while CAX negatively impacted BI, highlighting the need to address emotional barriers. This study underscores the importance of designing intuitive, engaging, and accessible VR cognitive training games tailored for seniors. It also highlights the pivotal role of family and caregivers in fostering adoption, alongside the necessity of providing social and emotional support. These findings contribute to the theoretical understanding of VR-based games adoption in older adults and offer practical guidance for developers and healthcare providers aiming to create effective interventions for cognitive health.

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Publication Details

Journal
Information Development
Published
2025-04-17
DOI
https://doi.org/10.1177/02666669251331285
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
0.00

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article

Factors influencing seniors’ adoption of virtual reality cognitive training games: Integrating TPB and TAM with PLS-SEM

Kuo‐Chen Huang, Po-Chan Yeh, Yang Lu, Chia‐Chen Wu
Information Development
Technology Adoption and User Behaviour
article

Factors influencing seniors’ adoption of virtual reality cognitive training games: Integrating TPB and TAM with PLS-SEM

Kuo‐Chen Huang, Po-Chan Yeh, Yang Lu, Chia‐Chen Wu
article en

Abstract

This study examines the factors influencing seniors’ adoption of virtual reality (VR) cognitive training games by integrating the Theory of Planned Behavior (TPB) and the Technology Acceptance Model (TAM). Beyond the traditional constructs of these models, the research incorporates perceived enjoyment (PE), personal innovativeness (PI), and computer anxiety (CAX) to address seniors’ cognitive health needs and explore VR-based non-pharmacological interventions. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the study analyzed direct and indirect effects on adoption within a questionnaire-based framework. The research was conducted at community care centers in Taoyuan City, Taiwan, with 150 seniors aged 65–80. Participants engaged in a 20-min session with Nintendo Switch VR games and subsequently completed a questionnaire assessing their experiences. Results revealed that perceived ease of use (PEOU), PE, and subjective norms (SN) significantly shaped attitudes toward VR adoption, which strongly influenced behavioral intention (BI). BI emerged as a robust predictor of actual usage behavior (AUB), while CAX negatively impacted BI, highlighting the need to address emotional barriers. This study underscores the importance of designing intuitive, engaging, and accessible VR cognitive training games tailored for seniors. It also highlights the pivotal role of family and caregivers in fostering adoption, alongside the necessity of providing social and emotional support. These findings contribute to the theoretical understanding of VR-based games adoption in older adults and offer practical guidance for developers and healthcare providers aiming to create effective interventions for cognitive health.

Information Development
National Taipei University of Business (TW)
Ministry of Science and Technology, Taiwan
Openalex Percentile: Top 85%
Technology Adoption and User Behaviour
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