Acceptance of Digital Leisure for Older Adults: Focusing on the Senior Technology Acceptance Model

Abstract Rapid digitalization is reshaping leisure in later life, creating new opportunities for engagement, learning, and social connection (Nimrod & Adoni, 2012). In Korea, smartphone-based leisure use among adults aged 60+ has risen markedly over the past decade (Ministry of Culture, Sports and Tourism, 2018, 2022). Participation in digital leisure—covering activities such as online communication, streaming, gaming, and virtual learning—has been associated with enhanced quality of life, subjective well-being, and social inclusion (Regalado et al., 2023; Gallistl & Nimrod, 2019). Understanding the factors that shape acceptance is therefore essential for policies and interventions that promote active and healthy aging. This study tested a structural model linking gerontechnology anxiety, multidimensional health, control beliefs, attitudinal beliefs, and intention to participate in digital leisure. Data from 300 community-dwelling adults aged 60+ were analyzed using AMOS. Health positively predicted control beliefs (β=.36, p<.001), attitudinal beliefs (β=.42, p<.001), and intention (β=.18, p<.01). Control beliefs (β=.28, p<.001) and attitudinal beliefs (β=.51, p<.001) significantly predicted intention, with attitudinal beliefs showing the strongest effect. Technology-related anxiety negatively predicted control beliefs (β = −.15, p<.05) but had a small positive association with attitudinal beliefs (β=.11, p<.05), indicating that mild anxiety may coexist with curiosity and perceived benefits. This dual role suggests that while anxiety can reduce confidence, it may also reflect cautious interest. Interventions that reduce functional barriers, build self-efficacy, and harness the motivational aspects of mild anxiety through supportive, hands-on learning could increase older adults’ digital leisure participation, supporting quality of life, psychosocial well-being, and social integration among older adults.

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Publication Details

Journal
Innovation in Aging
Published
2025-12-01
DOI
https://doi.org/10.1093/geroni/igaf122.4308
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
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article

Acceptance of Digital Leisure for Older Adults: Focusing on the Senior Technology Acceptance Model

hyunjoo lee, Yeomin Han, Hyeri Shin, Young Sun Kim et al.
Innovation in Aging
Technology Use by Older Adults
article

Acceptance of Digital Leisure for Older Adults: Focusing on the Senior Technology Acceptance Model

hyunjoo lee, Yeomin Han, Hyeri Shin, Young Sun Kim, Donghyun Lee
article en

Abstract

Abstract Rapid digitalization is reshaping leisure in later life, creating new opportunities for engagement, learning, and social connection (Nimrod & Adoni, 2012). In Korea, smartphone-based leisure use among adults aged 60+ has risen markedly over the past decade (Ministry of Culture, Sports and Tourism, 2018, 2022). Participation in digital leisure—covering activities such as online communication, streaming, gaming, and virtual learning—has been associated with enhanced quality of life, subjective well-being, and social inclusion (Regalado et al., 2023; Gallistl & Nimrod, 2019). Understanding the factors that shape acceptance is therefore essential for policies and interventions that promote active and healthy aging. This study tested a structural model linking gerontechnology anxiety, multidimensional health, control beliefs, attitudinal beliefs, and intention to participate in digital leisure. Data from 300 community-dwelling adults aged 60+ were analyzed using AMOS. Health positively predicted control beliefs (β=.36, p<.001), attitudinal beliefs (β=.42, p<.001), and intention (β=.18, p<.01). Control beliefs (β=.28, p<.001) and attitudinal beliefs (β=.51, p<.001) significantly predicted intention, with attitudinal beliefs showing the strongest effect. Technology-related anxiety negatively predicted control beliefs (β = −.15, p<.05) but had a small positive association with attitudinal beliefs (β=.11, p<.05), indicating that mild anxiety may coexist with curiosity and perceived benefits. This dual role suggests that while anxiety can reduce confidence, it may also reflect cautious interest. Interventions that reduce functional barriers, build self-efficacy, and harness the motivational aspects of mild anxiety through supportive, hands-on learning could increase older adults’ digital leisure participation, supporting quality of life, psychosocial well-being, and social integration among older adults.

Innovation in AgingVol. 9(Supplement_2)
Kyung Hee University (KR)
Reduced inequalities
Openalex Percentile: Top 18%
Technology Use by Older Adults
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