Title:
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ACCEPTANCE OF ENTERTAINMENT SYSTEMS IN STROKE REHABILITATION |
Author(s):
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Anna-sofia Alklind Taylor , Per Backlund , Henrik Engström , Mikael Johannesson , Hanife Krasniqi , Mikael Lebram |
ISBN:
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978-972-8924-85-0 |
Editors:
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Katherine Blashki |
Year:
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2009 |
Edition:
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Single |
Keywords:
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User Acceptance, Technology Acceptance Model (TAM), Serious Games, Virtual Rehabilitation, Stroke. |
Type:
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Full Paper |
First Page:
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75 |
Last Page:
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83 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and
more popular. By introducing an element of fun, these systems aim at increasing patients motivation to train and, from a
further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by
the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used
mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same
principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and
entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we
have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor
impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors
influencing user acceptance of this specific type of system. The results show that current models of acceptance are not
sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular.
Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more
specific, factors also play a vital role in the acceptance of the system. |
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