• DocumentCode
    570706
  • Title

    Key factors influencing the development of Orange Technology Game: An exploratory study on orchid planting game

  • Author

    Lin, Ming-Hui ; Chen, Shu-Hui

  • Author_Institution
    Nat. Cheng Kung Univ., Tainan, Taiwan
  • fYear
    2012
  • fDate
    July 29 2012-Aug. 2 2012
  • Firstpage
    1463
  • Lastpage
    1470
  • Abstract
    Orange Technology, a concept that originated in Taiwan, sets the goal to bring more happiness and promote mental wellness for the elderly. This study adopted a virtual orchid planting game symbolizing Orange Technology for a case study through explorative panel discussion followed by focus group interviews which separately included elderly and middle-aged people. This study aimed to find key factors influencing the development of Orange Technology Game (OTG) by introducing technology acceptance model (TAM) analysis. The results show that providing more recreational experiences (RE) and enhancing game induced self-efficacy (GISE) are two key factors, in which, memory improvement, social contact and self-learning are identified for RE, and perceived enjoyment, emotional stability and knowledge exchange are identified for GISE. Moreover, a hypothesis for seniors´ TAM is proposed as that GISE will mediate RE to influence seniors´ happiness & mental wellness along three identified dimensions of “mental health care”, “social relationships” and “leisure satisfaction”. In addition, middle-aged people showed more enthusiasm than elderly people for each dimension, such that Orange Technology game should shed light on these key factors to fulfill the needs of elder care.
  • Keywords
    computer games; handicapped aids; health care; social aspects of automation; GISE; OTG; RE; TAM; Taiwan; elder care; elderly people; emotional stability; explorative panel discussion; focus group interviews; game induced self-efficacy; knowledge exchange; leisure satisfaction; memory improvement; mental health care; mental wellness; middle-aged people; orange technology game; perceived enjoyment; recreational experiences; self-learning; seniors happiness; social contact; social relationships; technology acceptance model; virtual orchid planting game; Aging; Dementia; Games; Interviews; Senior citizens; Stability analysis;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Technology Management for Emerging Technologies (PICMET), 2012 Proceedings of PICMET '12:
  • Conference_Location
    Vancouver, BC
  • Print_ISBN
    978-1-4673-2853-1
  • Type

    conf

  • Filename
    6304168