Using Laddering to Understand the Use of Gamified Wearables by Seniors

Gamified wearables have the potential to assist seniors in living independently with a good quality of life. However, the use of (gamified) wearables by seniors is very limited. This study applies the uses and gratifications approach to research the limited use of the gamified wearable. This qualitative study aimed to find the needs that motivate the use of gamified wearables by seniors. To find these needs, laddering interviews have been conducted with a group of 12 seniors that live independently in their own homes. Four needs were identified: the needs for 1) good health, 2) accomplishment, 3) independency and 4) peace of mind. The needs for independency and peace of mind were undermined by the gamified wearable and formed barriers for its use. Participants expected the gamified wearable to make them less independent and diminish their sense of accomplishment of being healthy autonomously. The participants feared information anxiety caused by information about their physical health, which undermined their peace of mind. This study concludes that a more user-centric design is needed for the gamified wearable to meet the needs of seniors. Only the overcoming of the found barriers could lead to a higher use of the gamified wearable.

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