Design thinking framework of pervasive game to promote fitness among older adults in China

<p>This study aims to develop and validate a design thinking framework for using</p><p>pervasive games as a creative branding strategy on fitness among older adults in China.</p><p>A provisional framework called GISE-B was develop...

Full description

Saved in:
Bibliographic Details
Main Author: Kai, Liu
Format: thesis
Language:eng
Published: 2023
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=9542
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:<p>This study aims to develop and validate a design thinking framework for using</p><p>pervasive games as a creative branding strategy on fitness among older adults in China.</p><p>A provisional framework called GISE-B was developed through a systematic literature</p><p>review to examine the relationship between game design and three domains of design</p><p>thinking, i.e. interactive design, service design and experience design. A bespoke</p><p>pervasive game titled Agoing was designed, developed and validated for use in this</p><p>study to examine the behavioural intention (BI) of older adults, specifically to engage</p><p>in fitness exercises. As an instance of the GISE-B framework of design thinking, the</p><p>game was tested by adapting the Unified Theory of Acceptance and Use of Technology</p><p>(UTAUT) model. The adapted version of UTAUT was named as the UTAUT-LK model,</p><p>which consists of five independent variables: performance expectancy, effort</p><p>expectancy, facilitating condition, social influence and hedonic motivation. A singlegroup</p><p>pretest / posttest quasi-experiment was conducted with 378 participants using a</p><p>20-item questionnaire. Collected data were analysed using SPSS and AMOS, where</p><p>nonparametric statistics and structural equation model (SEM) were run to test five</p><p>hypotheses. After modifying the SEM, effort expectancy (EE, b = 0.410, p = 0.033),</p><p>social influence (SI, b = 0.500, p = 0.029), and hedonic motivation (HM, b = 0.539, p</p><p>< 0.001) significantly and positively affect behavioural intention, whilst the effect size</p><p>of the UTAUT-LK model exceeds 80% (R2 = 0.827). In conclusion, this demonstrates</p><p>that with good design, older adults behavioural intention toward pervasive games</p><p>enhances significantly. Furthermore, the researcher proposed the Seven Guiding</p><p>Principles of pervasive game design for older adult players. This study implies that a</p><p>pervasive game designed and developed using the GISE-B design thinking framework</p><p>can enhance older adults intention to play the game and help them with fitness.</p>