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. 2022 Dec 7;24(12):e40192. doi: 10.2196/40192

Table 4.

Summary of barriers and facilitators of older adults’ digital engagement.

COM-Ba TDFb domains Barriers Facilitators
Physical capability and psychological capability Skills (n=13)
  • Difficulty in navigating and maintaining digital technologies [29,30]

  • Difficult to discover, locate, and use accessibility features [31]

  • Difficulty in finding information on website [32]

  • Lack of training and lack of digital competency and technical skills [33-35]

  • Mismatch between materiality and capability [33]

  • Familiarity and experience [36-39]

  • Interpersonal dynamics and skills [40]

  • Skill to manipulate accessibility features [31,41]

Physical capability and psychological capability Knowledge (n=23)
  • Digital illiteracy [32,42,43]

  • Limited exposure to modern digital technologies [29,44]

  • Unaware of existing digital technology [31,45-47]

  • Lack of operational or technical knowledge [36,44,48,49]

  • Lack of instruction and assistance [50,51]

  • Understanding of what information the system collects and how it is communicated [52]

  • Language barriers [53]

  • Awareness of the digital technology existence [33]

  • Prior knowledge [37,54]

  • Previous history or have heard stories of fall [55]

  • Adequate trainings [44,52,56-58]

  • Availability of written guide [48]

  • Knowledge of accessibility futures, for example, how to adjust font size [31]

Physical capability and psychological capability Physical and cognitive identity (n=26)
  • Old age-related perceptions of ability changes [31,44,59]

  • Health-related barriers [39,50,60-62]

  • Reduced sensory perception or physical (impaired vision, hearing, and dexterity) and cognitive limitations (memory loss and forgetfulness) [29,33,36,37,39,43,44,48,49,51,53,55,63-66]

  • Inactive lifestyle [51]

  • Higher subjective well-being [67]

  • Good physical functions [51,68,69]

  • Higher cognitive functions [70]

Reflective motivation Beliefs about capabilities (n=29)
  • Perceived difficulty [71]

  • Inability to upgrade software [53]

  • Inability to attach wearable chips [29]

  • Perceived lack of digital technology competence [34]

  • Performance or effort expectancy [72]

  • Lack of confidence and self-efficacy [37,43,73-75]

  • Positive attitude to oneself [44]

  • Willingness to learn or adopt technology [36,50,76]

  • Use of digital technologies at work [77]

  • Self-efficacy, self-confidence, and self-esteem [39,44,65,72,78-81]

  • Higher educational status [68,69,82,83]

  • Perceived ease of use [36,38,39,78,84-86]

Reflective motivation Optimism (n=21)
  • Comparison oneself with younger generation and feeling of inadequacy [47,50]

  • Failing to meet perceived need or lack of relevance [40,45,87,88]

  • Aversion and limited or lack of interest [37,43-45,51]

  • Pre-established negative attitudes [34,56,89]

  • Technophobia [32]

  • Technological optimism [90,91]

  • Perceived digital technology benefits [43,84,90,92-95]

  • Positive technological experience [37]

  • Availability of need-based trainings [93]

  • Curiosity [37]

  • Enthusiastic attitude [91]

Reflective motivation Beliefs about consequence
(n=24)
  • Intrusiveness: privacy [34,44,61,63,74,96-100], safety [32,45], and security concerns [37,43,73]

  • Mistrust [54,64]

  • Perceived lack of benefits [101]

  • Lack of reliability and uncertainty about the reliability [32,66,85,87]

  • Lack of accountability related to remote care technologies [32]

  • Fear of addiction or habit forming nature especially with internet-based digital technologies [64,102]

  • Ability to regulate internet identity [96]

  • Interactive features that give timely and tailored feedback [101]

  • Reduced isolation or connectedness [61,76]

  • Ability to monitor health [87,88]

  • Positive health-seeking behavior [37]

Reflective motivation Intention (n=1) c
  • Higher intentions to use digital technologies [84]

Reflective motivation Goals (n=9)
  • Preference to spend time on family and other valuable activities [103]

  • Independence and sense of autonomy [55,56,102]

  • Perceived playfulness and the fun associated with digital technology [38,92]

  • Goal-monitoring ability [85]

  • Sense of connection or connectedness and interaction [104]

  • Way of keeping in touch with family and friends [74]

Automatic motivation Reinforcement (n=13)
  • Poor instructions [51,105]

  • Preference for inactive lifestyle at old age (satisfied with current activity performance) [51]

  • Convenience: technologies which makes activities easier and faster [32,40]

  • Received a tailored and personalized support and trainings [39,43,44,63,68,76]

  • Safe learning environment (accessible, appropriately placed, inclusive, one-to-one and personalized support) [76,81]

  • Technologies that can be customized to older adults needs, abilities and preferences [33,76]

  • User satisfactions [106]

Automatic motivation Emotion (n=15)
  • Fear and frustration from digital technologies complexity [43,44,47,62,64,71,73,87]

  • Fear of withdrawal from face-to-face input from their physician [80,107]

  • Fear owing to lack of knowledge [36]

  • Lack of emotional reciprocity [108]

  • Digital shopping assistant with digital assistant style or task oriented or formal [109]

  • Digital shopping assistant with social assistant style or reciprocity, conversational [109]

  • Mismatched appearance vs robot attributes such as voice and facial expressions [110]

  • Robots with certain enjoyment and attractiveness [110]

  • Enjoyable games [78]

Physical opportunity and social opportunity Environmental context and resources (n=37)
  • Technological factors

  • Perceived or actual complexity of technology [30,41,44,45,85]

  • Lack of user friendliness [75]

  • Technologies without adaptive design features [44]

  • Poorly designed user interfaces [36]

  • Having to charge devices many times (battery life) [55]

  • Poor output quality [77], poor video and audio quality [111], small size of icons and texts [36], and color [53]

  • Device malfunction and slow and repeated freezing [29,45,48,112]

  • Require captcha [41]

  • Relentless pace of digital technology development [66]

  • Suboptimal performance [75]

  • Inaccurate measurement and technologies with nonstandard scales [75,113]

  • Lack of technological aesthetic values, for example, wearables [45]

  • Environmental factors

  • Physical infrastructure access [54]

  • Economic barriers and financial limitation [30]

  • Cost: direct [36,37,42,44-46,51,53,63,66,67,69,73,84,101,114] and opportunistic cost associated with technologies, electrical consumption [115], and cost related to maintenance [100]

  • Technological factors

  • Ease of use and simplicity [32,40,63]

  • Simple log procedure [85]

  • Quality of outputs (quality videos, audios, and text) [77]

  • Waterproof [51]

  • Sleep-tracking ability [51]

  • Touch screen [38]

  • Connectivity [40]

  • Audible feedback [36,66]

  • Automated call [55]

  • Large icon and display [36]

  • Instant feedback [36]

  • Alarms and reminder future [49]

  • Accessibility features such as font adjustment [76]

  • Remote technologies integrated within mainstream technologies, for example, fall detection devices integrated with cell phones [55]

  • Environmental factors

  • Older adults’ digital technology ownership (owning computer, smartphone, broadband etc) [116]

  • Free of charge, financial incentives [77]; affordable [55,117]; provided through existing financial schemes (eg, insurance) [55]

Physical opportunity and social opportunity
  • Social influences (n=25)

  • Perceived isolation or helplessness [55]; loss of social contact [47]; living alone [55,68]; lack of social assistance [44,47,74,82]

  • Digital alienation and social disapproval [98]

  • Negative learning experience (isolating and insulting learning environment; facilitators’ judgemental attitudes [76]

  • Stigma from wearing wearables (alarm going in public) [29,45,55,98]

  • Perceptions of prejudice and discrimination or stigma from sense of powerlessness and dependency [44,78,90,98]

  • Care through intergenerational support [57]

  • Cultural expectations (mothers do not call; instead, children have to call) [40]

  • Cold and shallow forms for digital communications for gossip and self-obsessiveness [34]

  • Digital kinship and maintaining social connection [88,107]

  • Formal or informal social engagements [79]

  • Peer or family support availability [41,51,66,80,93,96]

  • Having someone around to help in the house [55]

  • Encouragement and recommendation by physicians or nurses to use digital technology [73,77,107]

aCOM-B: capability, opportunity, and motivation behavior change model.

bTDF: theoretical domain framework.

cNot available.