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...

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Main Author: Kai, Liu
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Language:eng
Published: 2023
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Kai, Liu
Design thinking framework of pervasive game to promote fitness among older adults in China
description <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>
format thesis
qualification_name
qualification_level Doctorate
author Kai, Liu
author_facet Kai, Liu
author_sort Kai, Liu
title Design thinking framework of pervasive game to promote fitness among older adults in China
title_short Design thinking framework of pervasive game to promote fitness among older adults in China
title_full Design thinking framework of pervasive game to promote fitness among older adults in China
title_fullStr Design thinking framework of pervasive game to promote fitness among older adults in China
title_full_unstemmed Design thinking framework of pervasive game to promote fitness among older adults in China
title_sort design thinking framework of pervasive game to promote fitness among older adults in china
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2023
url https://ir.upsi.edu.my/detailsg.php?det=9542
_version_ 1783730275811852288
spelling oai:ir.upsi.edu.my:95422023-10-09 Design thinking framework of pervasive game to promote fitness among older adults in China 2023 Kai, Liu QA Mathematics <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> 2023 thesis https://ir.upsi.edu.my/detailsg.php?det=9542 https://ir.upsi.edu.my/detailsg.php?det=9542 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>accenture. (2022). Gaming:the next super platform. https://www.accenture.com/us-en/insights/software-platforms/gaming-the-next-super-platform</p><p>adjoe. (2021). Mobile Games Index 2021. https://adjoe.io/mobile-games-index/</p><p>Age of Majority. (2021). Research Report Digital by Device. https://www.ageofmajority.com/wp-content/uploads/2021/04/AoM-Q1-Research-Report_-_Digital-By-Device.pdf</p><p>AgeClub. 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