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Journal Article

Citation

Mascret N, Delbes L, Voron A, Temprado JJ, Montagne G. J. Med. Internet. Res. 2020; 22(12): e20691.

Copyright

(Copyright © 2020, Centre for Global eHealth Innovation)

DOI

10.2196/20691

PMID

33315019

Abstract

BACKGROUND: Falls are a common phenomenon among people aged 65 and older and affect older adults' health, quality of life, and autonomy. Technology-based intervention programs are designed to prevent the occurrence of falls and their effectiveness often surpasses that of more conventional programs. However, to be effective, these programs must first be accepted by seniors.

OBJECTIVE: Based on the technology acceptance model, this study aimed to examine the acceptance among older adults before a first use of a virtual reality headset (VRH) used in an intervention program designed to prevent falls.

METHODS: A sample of 271 French older adults (mean age 73.69 years, SD 6.37 years) voluntarily and anonymously filled out a questionnaire containing the focal constructs (perceived usefulness, perceived enjoyment, perceived ease of use, intention to use, fall-related self-efficacy, and self-avoidance goals) adapted to the VRH, which was designed to prevent falls.

RESULTS: The results of the structural equation modeling analysis showed that intention to use the VRH was positively predicted by perceived usefulness, perceived enjoyment, and perceived ease of use. Perceived usefulness of the VRH was also negatively predicted by fall-related self-efficacy (ie, the perceived level of confidence of an individual when performing daily activities without falling) and positively predicted by self-avoidance goals (ie, participating in a physical activity to avoid physical regression).

CONCLUSIONS: A better understanding of the initial acceptance among older adults of this VRH is the first step to involving older adults in intervention programs designed to prevent falls using this kind of device.


Language: en

Keywords

elderly; eHealth; fall; self-efficacy; acceptance; acceptability; achievement goals; technology acceptance model; virtual reality

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