Research Article

Innovative Virtual Reality (VR) Application for Preventing of Falls among Chinese Older Adults: A Usability and Acceptance Exploratory Study

Table 3

Criterion validity test of VR usability questionnaire (HK-version) with Pearson’s product-moment correlations.

Itemsrxy value

Perceived usefulness (PU)
 VR is useful to me for entertainment (PU1)0.7740.001
 VR improves engagement and motivates daily activities (PU2)0.5370.002
 VR is an efficient tool to raise my mood (PU3)0.8000.001
Perceived ease of use (PEOU)
 It is easy for me to become skilful at using VR (PEOU1)0.3240.075
 Learning to operate VR was easy for me (PEOU2)0.3780.036
 Overall, I find it easy to use VR (PEOU3)0.2830.123
Perceived enjoyment (PU)
 I find VR very attractive to use (PE1)0.8730.001
 I enjoy using VR (PE2)0.8090.001
 I have fun when I use VR (PE3)0.6560.001
Social norms (SNs)
 My family members think I should use VR (SN1)0.6960.001
 People who are friends and acquaintance have influence on my intention to use VR (SN2)0.3410.061
 People who take care of me encourage me to use VR (SN3)0.4730.001
User experience (UE)
 VR will give me new experience (UE1)0.6700.001
 VR was comfortable to use (UE2)0.6940.001
 Overall, I had a positive experience when using VR (UE3)0.5760.001
Intention to use (IU)
 In the future, I intend to use the device for mental relaxation (IU1)0.6610.001
 In the future, VR will help keep my mind sharp and alert (IU2)0.7700.001