Acceptability of Video Games Technology for Medical Emergency Training
James F. Knight
Additional contact information
James F. Knight: School of Electronic, Electrical & Computer Engineering, University of Birmingham, Birmingham, UK
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 2013, vol. 5, issue 4, 86-99
Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.
References: Add references at CitEc
Citations: Track citations by RSS feed
Downloads: (external link)
http://services.igi-global.com/resolvedoi/resolve. ... 18/ijgcms.2013100105 (application/pdf)
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
Persistent link: https://EconPapers.repec.org/RePEc:igg:jgcms0:v:5:y:2013:i:4:p:86-99
Access Statistics for this article
More articles in International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) from IGI Global
Bibliographic data for series maintained by Journal Editor ().