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
Tianrong Chen, Jiayin Chen, Calvin Kalun Or, Felix Poyin Lo
Topics & Concepts
Virtual realityPsychologyPath analysis (statistics)PerceptionTechnology acceptance modelUsabilityVariance (accounting)Applied psychologyHuman–computer interactionComputer scienceBusinessAccountingNeuroscienceMachine learningVirtual Reality Applications and ImpactsBehavioral Health and InterventionsSport Psychology and Performance