The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model

Research on elderly people's ICT acceptance and use often relies on the technology acceptance model (TAM) framework, but has been mostly limited to task-oriented uses. This article expands approaches in technology acceptance and use by developing a model to explain entertainment-related uses of new media technology by elderly people. On a theoretical level, we expand the TAM perspective by adding concepts that act as barriers and/or facilitators of technology acceptance, namely technophobia, self-efficacy and previous experience and expertise with technology. We develop an expanded TAM by testing the role of these concepts in two studies on entertainment media technology. In Study 1, we investigate behavioural intention to use 3D cinema among N = 125 German elderly media users (Age 50+). In Study 2, we focus the actual use of a computer game simulation by N = 115 German and US elderly media users (Age 50+). Findings in both studies point towards the central role of perceived usefulness, here modelled as enjoyment, as the reason for elderly people's use and acceptance of entertainment media technology. Perceived ease of use is seen as a precondition for enjoyment, particularly for interactive media.

[1]  Carolyn A. Lin An Interactive Communication Technology Adoption Model , 2003 .

[2]  Fabio Pianesi,et al.  Useful, Social and Enjoyable: Mobile Phone Adoption by Older People , 2009, INTERACT.

[3]  Alladi Venkatesh,et al.  Beyond Adoption: Development and Application of a Use-Diffusion Model , 2004 .

[4]  Yixin Zhang,et al.  Age, gender, and Internet attitudes among employees in the business world , 2005, Comput. Hum. Behav..

[5]  Martina Ziefle,et al.  Understanding age differences in PDA acceptance and performance , 2007, Comput. Hum. Behav..

[6]  Wen Huei Chou,et al.  User requirements of social media for the elderly: a case study in Taiwan , 2013, Behav. Inf. Technol..

[7]  D. Bouwhuis,et al.  Older adults' motivated choice for technological innovation: evidence for benefit-driven selectivity. , 2006, Psychology and aging.

[8]  Panayiotis Koutsabasis,et al.  Redesigning websites for older adults: a case study , 2014, Behav. Inf. Technol..

[9]  Rudolf R. Sinkovics,et al.  Reluctance to use technology-related products: Development of a technophobia scale , 2002 .

[10]  Christopher M. Schlick,et al.  A comparative study of information input devices for aging computer users , 2013, Behav. Inf. Technol..

[11]  Richard,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace , 2022 .

[12]  Magid Igbaria,et al.  The effects of self-efficacy on computer usage , 1995 .

[13]  Younghwa Lee,et al.  The Technology Acceptance Model: Past, Present, and Future , 2003, Commun. Assoc. Inf. Syst..

[14]  Larry D. Rosen,et al.  Myths and realities of computerphobia: A meta-analysis , 1990 .

[15]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[16]  Wendy A. Rogers,et al.  Influences of general computer experience and age on library database search performance , 2000, Behav. Inf. Technol..

[17]  Anne Collins McLaughlin,et al.  Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers , 2013, Comput. Hum. Behav..

[18]  T. Quandt,et al.  The Gray Haired Gaming Generation , 2008, Games Cult..

[19]  Mark J. Brosnan,et al.  The impact of computer anxiety and self-efficacy upon performance , 1998, J. Comput. Assist. Learn..

[20]  Fred D. Davis,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .

[21]  Viswanath Venkatesh,et al.  Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model , 2000, Inf. Syst. Res..

[22]  C. Klimmt,et al.  Effectance, self-efficacy, and the motivation to play video games , 2006 .

[23]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[24]  Viswanath Venkatesh,et al.  Why Don't Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior , 2000, MIS Q..

[25]  Young-Gul Kim,et al.  Extending the TAM for a World-Wide-Web context , 2000, Inf. Manag..

[26]  R. LaRose,et al.  A Social Cognitive Theory of Internet Uses and Gratifications: Toward a New Model of Media Attendance , 2004 .

[27]  Sara J. Czaja,et al.  The impact of aging on access to technology , 2005, ASAC.

[28]  Susanna Paloniemi,et al.  Experience, competence and workplace learning , 2006 .

[29]  F. Amaro,et al.  Coming of (Old) Age in the Digital Age: ICT Usage and Non-Usage among Older Adults , 2013 .

[30]  Maryalice Jordan-Marsh,et al.  Internet use intention and adoption among Chinese older adults: From the expanded technology acceptance model perspective , 2010, Comput. Hum. Behav..

[31]  Beom Suk Jin,et al.  A Study of Pointing Performance of Elderly Users on Smartphones , 2013, Int. J. Hum. Comput. Interact..

[32]  Bo Xie,et al.  Older adults , computers , and the Internet : Future directions , 2004 .

[33]  Vicente Viadel,et al.  Attitudes of the Elderly Toward Information and Communications Technologies , 2012 .

[34]  Larry D. Rosen,et al.  Computers and society: C Beardon and D Whitehouse (eds) Intellect Oxford (1993) , 1994 .

[35]  W. B. Fain,et al.  Examining social media use among older adults , 2013, HT.

[36]  Viswanath Venkatesh,et al.  Model of Adoption and Technology in Households: A Baseline Model Test and Extension Incorporating Household Life Cycle , 2005, MIS Q..

[37]  Adrien Presley,et al.  Factors influencing student acceptance and use of academic portals , 2009, J. Comput. High. Educ..

[38]  Bob De Schutter,et al.  Never Too Old to Play: The Appeal of Digital Games to an Older Audience , 2011, Games Cult..

[39]  Milena M. Head,et al.  Computer use by older adults: A multi-disciplinary review , 2010, Comput. Hum. Behav..