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Path Analysis of the Roles of Age, Self-Efficacy, and TAM Constructs in the Acceptance of Performing Upper Limb Exercises Through Immersive Virtual Reality Games

INTERNATIONAL JOURNAL OF INDUSTRIAL ERGONOMICS(2022)

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摘要
•Immersive virtual reality games were developed to support upper limb exercises.•The roles of age, self-efficacy, and TAM constructs in the acceptance of VR game-based upper limb exercises were tested.•Attitude, perceived usefulness, self-efficacy, and age were found to play significant roles in acceptance.
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关键词
Virtual reality,Upper limb exercise,age,Self-efficacy,Technology acceptance model
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