scholarly journals Intention to use Medical Apps Among Older Adults in the Netherlands: Cross-Sectional Study

10.2196/18080 ◽  
2020 ◽  
Vol 22 (9) ◽  
pp. e18080
Author(s):  
Marjan Askari ◽  
Nicky Sabine Klaver ◽  
Thimon Johannes van Gestel ◽  
Joris van de Klundert

Background The increasing health service demand driven by the aging of the global population calls for the development of modes of health service delivery that are less human resource–intensive. Electronic health (eHealth) and medical apps are expected to play an important role in this development. Although evidence shows mobile medical apps might be effective in improving the care, self-management, self-efficacy, health-related behavior, and medication adherence of older adults, little is known about older adults’ intention to use these technologies when needed, or the factors influencing this intention. Objective The objective of this study was to investigate the relationship of technology acceptance factors and intention to use mobile medical apps among community-dwelling older adults. Methods Data was collected using questionnaires. The factors selected from the literature have been validated using Cronbach α and tested for significance using logistic regressions. Results Almost half (49.7%) of the included older adults reported no intention to use medical apps. Adjusted logistic regression analysis per factor showed that the factors Attitude toward use (odds ratio [OR] 8.50), Perceived usefulness (OR 5.25), Perceived ease of use (OR 4.22), Service availability (OR 3.46), Sense of control (OR 3.40), Self-perceived effectiveness (OR 2.69), Facilities (OR 2.45), Personal innovativeness (OR 2.08), Social relationships (OR 1.79), Subjective norm (OR 1.48), and Feelings of anxiety (OR 0.62) significantly influenced the intention to use mobile medical apps among older adults, whereas the factor Finance (OR 0.98) did not. When considered together, a controlled multivariate logistic regression yielded high explained variances of 0.542 (Cox-Snell R2) and 0.728 (Nagelkerke R2). Conclusions The high odds ratios and explained variance indicate that the factors associated with the intention to use medical apps are largely understood and the most important factors have been identified. To advance the evidence base, experimental controlled research should investigate the causality between the factors, intention to use, and actual use. For this purpose, our evidence suggests that policies designed to improve Attitude toward use appear most effective, followed by policies addressing Perceived usefulness, Perceived ease of use, Service availability, and Sense of control.


2020 ◽  
Author(s):  
Marjan Askari ◽  
Nicky Sabine Klaver ◽  
Thimon Johannes van Gestel ◽  
Joris van de Klundert

BACKGROUND The increasing health service demand driven by the aging of the global population calls for the development of modes of health service delivery that are less human resource–intensive. Electronic health (eHealth) and medical apps are expected to play an important role in this development. Although evidence shows mobile medical apps might be effective in improving the care, self-management, self-efficacy, health-related behavior, and medication adherence of older adults, little is known about older adults’ intention to use these technologies when needed, or the factors influencing this intention. OBJECTIVE The objective of this study was to investigate the relationship of technology acceptance factors and intention to use mobile medical apps among community-dwelling older adults. METHODS Data was collected using questionnaires. The factors selected from the literature have been validated using Cronbach α and tested for significance using logistic regressions. RESULTS Almost half (49.7%) of the included older adults reported no intention to use medical apps. Adjusted logistic regression analysis per factor showed that the factors Attitude toward use (odds ratio [OR] 8.50), Perceived usefulness (OR 5.25), Perceived ease of use (OR 4.22), Service availability (OR 3.46), Sense of control (OR 3.40), Self-perceived effectiveness (OR 2.69), Facilities (OR 2.45), Personal innovativeness (OR 2.08), Social relationships (OR 1.79), Subjective norm (OR 1.48), and Feelings of anxiety (OR 0.62) significantly influenced the intention to use mobile medical apps among older adults, whereas the factor Finance (OR 0.98) did not. When considered together, a controlled multivariate logistic regression yielded high explained variances of 0.542 (Cox-Snell R<sup>2</sup>) and 0.728 (Nagelkerke R<sup>2</sup>). CONCLUSIONS The high odds ratios and explained variance indicate that the factors associated with the intention to use medical apps are largely understood and the most important factors have been identified. To advance the evidence base, experimental controlled research should investigate the causality between the factors, intention to use, and actual use. For this purpose, our evidence suggests that policies designed to improve Attitude toward use appear most effective, followed by policies addressing Perceived usefulness, Perceived ease of use, Service availability, and Sense of control.



2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 258-258
Author(s):  
Sangyoon Han ◽  
Seok In Nam

Abstract Due to the COVID-19 pandemic, it is common to hear news of older adults being socially isolated due to difficulties in purchasing or accessing online services and in interacting with family or friends through video calling apps. Despite an increasing ease of access to digital devices, such access far from universal. Thus, digital inequality has become a serious problem for older adults. To understand why digital inequality issues are so relevant for older adults, we must understand older adults' entire life contexts and the potential of digital technologies in their lives. With these understandings, the purpose of this study was to explore the technology acceptance process and identify key precursors to acceptance of digital technology using the Technology Acceptance Model (TAM) 3 as a framework. This study used data from the 2018 Digital Divide Survey of the Ministry of Science and ICT. A total of 1,662 older adults (aged 55+) were analyzed using structural equation modeling with bootstrap sampling. Model fit indices (CFI = .928; SRMR = .074; RMSEA = .044) suggested an acceptable fit. Results indicated that two environmental dimensions, personal environment (self-efficacy and value recognition) and social environment (social norms and social support systems), had a significant impact on the intention to use technology both directly and indirectly. Furthermore, perceived usefulness and perceived ease of use mediated between environmental domains and the intention. This study indicates that providing appropriate digital support for older adults is important to achieve greater digital inclusion.



10.2196/20691 ◽  
2020 ◽  
Vol 22 (12) ◽  
pp. e20691
Author(s):  
Nicolas Mascret ◽  
Lisa Delbes ◽  
Amélie Voron ◽  
Jean-Jacques Temprado ◽  
Gilles Montagne

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.



2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 320-320
Author(s):  
Yi-Hsuan Tung ◽  
Shinyi Wu ◽  
Iris Chi

Abstract As a growing body of literature examining the effects of mHealth for older adults’ diabetes self-management, how relational factors affect seniors adopting mHealth is still unclear. Guided by the transactional approach of intergenerational relations and the technology acceptance model, this study aims at investigating the perceived ease-of-use, perceived usefulness, and intention-to-use of a mHealth app among older adults with Type-2 diabetes in relation to familial (parent-child) relationship and to e-learning support from child/ren or from external youth volunteering tutors. Using data from the Intergenerational Mobile Technology Opportunities Program (IMTOP), 304 Taiwanese participants (an average age of 64.6 years, 43% female, and 62.5% received at least a high school degree) who had at least a child were included for analysis using structural equation modeling. Results showed that perceived ease-of-use (β = .58, p &lt; .001) and perceived usefulness (β = .27, p &lt; .001) are significant predictors of intention-to-use. Positive associations are found only between external intergenerational, but not familial, e-learning support and perceived ease-of-use (β = .45, p &lt; .001) and perceived usefulness (β = .42, p &lt; .001). Parent-child relationship is positively associated with both familial (β = .73, p &lt; .001) and external intergenerational support for e-learning (β = .36, p &lt; .001), as well as directly (β = .12, p = .030) and indirectly related to intention-to-use. Our findings suggest the importance of intergenerational relationship and appreciation of both familial and external support to facilitate and sustain older adults’ adoption for mHealth programs.



2020 ◽  
Author(s):  
Nicolas Mascret ◽  
Lisa Delbes ◽  
Amélie Voron ◽  
Jean-Jacques Temprado ◽  
Gilles Montagne

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.



2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.



2021 ◽  
Vol 11 (3) ◽  
pp. 1073
Author(s):  
Kwanghee Jung ◽  
Vinh T. Nguyen ◽  
Jaehoon Lee

Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.



2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Eugene Okyere-Kwakye ◽  
Khalil Md Nor

Purpose Electronic library (E-library) is a form of computer mediated system that uses electronic media, such as Web/internet devices and distributes resources to improve on the quality of teaching and learning. Students’ use of e-library for learning is essential and as such the government has invested hugely into its subscription for several university libraries in Ghana. However, most university students feel reluctant to use the e-library resources for their studies. The purpose of this paper is therefore to examine the factors that influence students’ intention to use e-library resources for their studies. Design/methodology/approach Questionnaire was used to collect data from 200 students from one Technical University in Ghana. Structural equation modeling (SmartPLS) was used to analyze the data. Findings The study found that accessibility, attitude, perceived ease of use, perceived usefulness and relevance to studies have positive significant effect on students’ attitude to use e-library. In addition, self-efficacy, subjective norm and attitude have positive significant influence on students’ intention to use e-library. Research limitations/implications Although the sample frame used for this study may be unique, but the total amount of data collected was limited to providing the general representative of the Ghanaian students in one particular university. Other researchers may consider collecting data from other universities to extend the sample frame for a larger sample size of students. Practical implications Academic administrators need to organize training and workshops on how to use the e-library portal for their search and other didactic assignments. Most importantly, students should be given IT or internet tutorials as foundation for the use of the e-library portal. Social implications Universities have to provide internet access such as hotspot and network routers at the labs, classrooms and other vantage points. It is believed that with these in place, adequate access to the internet would promote students’ engagement on the e-library facility. Originality/value The study examines the factors that influence students’ intention to use e-library resources for their studies in Ghana.



2016 ◽  
Vol 8 (1) ◽  
pp. 117 ◽  
Author(s):  
The Ninh Nguyen ◽  
Tuan Khanh Cao ◽  
Phuong Linh Dang ◽  
Hien Anh Nguyen

<p>Mobile payment has relative advantages compared to other payment methods, thus providing benefits for both consumers and the society. This study attempts to examine factors influencing consumer intention to use mobile payment services. Survey data are used to investigate the impact of consumers’ perceptions of mobile payment services and social influence on use intention. Empirical evidence from 489 Vietnamese consumers confirms a significant relationship between the factors and behavioral intention, and reveals that perceived trust is the strongest predictor of intention to use mobile payment services followed by perceived ease of use, perceived enjoyment, perceived behavioral control, perceived usefulness and subjective norm, respectively. The results contribute to the evolving literature, and suggest that mobile payment service providers should particularly focus on building up consumer trust, and making their services clear, understandable and easy to use. Future research directions for extending this study are also discussed.</p>



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