Table 1.
USE IT construct | Success factors expected to be measured | Results Diffusion Wearables | Results Diffusion Serious Games |
---|---|---|---|
Process | Perceived compatibility | All interviewees have either a smart watch, sports watch, fitbit or pedometer. All interviewees have Internet online. | All interviewees use a digital device on which an app can function. All interviewees have Internet online. |
Relevance | Perceived usefulness Perceived usability | Sport is at the top. This is closely followed by health. | Staying healthy is the most relevant subject that the interviewees mention in 80 % of the interviews. |
Relevance or additional value is a big theme and mentioned by 50% of respondents. | Ease of use is mentioned in more than 80 % to be important for the success of the game. | ||
Requirements | Information quality | Among younger people, the primary appeal is fitness optimization. Older people are seeking to enhance their health and wellbeing and also to extend their life. | Measuring physical activity is the most mentioned functionality that already 60 % of the interviewees do. They want it to be easier and the other 40 % expects to use it if provided. |
Most respondents were positive with respect to their enhanced insight and ability to monitor their health indicators. However they were divided regarding the enhancement of their personal health because of wearables. | Measuring nutrition is seen as difficult and only useful if it can be done in an easy way. | ||
Measuring sleep and stress was done by just a few of the interviewees and is a topic that needs further study. | |||
Resources | Service quality System quality Perceived risks | Privacy and security on wearables does not appear to be a serious concern for the developers of the wearables and the apps on them nor for the users of the wearables and apps. | Most interviewees think they are going to use the game when it improves their health. |
Only 20 % see privacy risks. | |||
Resistance | Trust Social and personal influence |
Reliability is a big theme which was mentioned by almost 50 % of the respondents. | Nearly all interviewees state that they want to spend some time for using the serious game. |
However a minor theme concerns the willingness of people to provide health data. | They think it is more a personal tool for their personal use than a healthcare system tool. | ||
Many interviewees state that peer pressure might help them to stay on track with their health objectives. |