Computational Playful Strategy to Measure the Level of Technological Acceptance by Older Adults
摘要
This article presents the results of a study developed to find out the intention of a group of older adults to use an intelligent virtual assistant, and to evaluate the ease of use of a memory game implemented in this type of device. The collection of information was conducted through direct observation and the application of a structured survey to the older adults participating in the workshops that were conducted following a defined protocol of activities, focused on explaining to the group of older adults, the functioning of the virtual assistant and the game. The information collected made it possible to show that virtual assistants are especially useful to improve interaction with older adults thanks to their friendly interface and low complexity. It was also possible to determine that recreational activities facilitate learning from a recent activity, evidencing that the stress of the participants and the anxiety generated by it are reduced when learning by playing and even more so when group activities are conducted.