Please use this identifier to cite or link to this item: https://ptsldigital.ukm.my/jspui/handle/123456789/784759
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dc.rights.licenseTertakluk kepada Dasar Akses Terbuka Tesis dan Disertasi IPT Malaysiaen_US
dc.contributor.advisorNazlena Mohamad Ali, Assoc Prof. Dr.en_US
dc.contributor.advisorMohamad Hidir Mhd Salim, Dr.en_US
dc.contributor.advisorMuhammad Yudhi Rezaldi, Dr.en_US
dc.contributor.authorSong, Xiacheng.en_US
dc.date.accessioned2026-09-08T03:17:10Z-
dc.date.available2026-09-08T03:17:10Z-
dc.date.issued2026-07-17-
dc.identifier.otherP130610en_US
dc.identifier.urihttps://ptsldigital.ukm.my/jspui/handle/123456789/784759-
dc.descriptionFull-texten_US
dc.description.abstractImmersive exergames delivered through Virtual Reality (VR) and Mixed Reality (MR) can support older adults' health and well-being, yet sustained engagement remains difficult because many users discontinue soon after initial contact. Prior work has emphasized usability and short-term outcomes, but it provides limited process-level explanation of when attrition occurs, why barriers shift across usage stages, and how these shifts can be translated into design guidance. This thesis addresses this gap by identifying stage-specific barriers to attrition and by proposing the Dynamic Barrier Framework (DBF), a phase-sensitive explanatory framework for older adults' engagement with immersive exergames. The objectives were to identify and categorize key barriers across usage stages (RO1), integrate empirical findings into a phase-sensitive framework (RO2), and validate the framework through expert evaluation (RO3). The study adopted a multistage methodology combining two user experiments, framework construction, and expert validation. Experiment A (Initial contact, RO1) examined first-contact experiences and documented dropout timing and reasons in VR and MR conditions. Experiment B (Repeated Exposure, RO1) used a six-session repeated-exposure protocol to examine whether engagement-related performance and experience changed among participants who continued. Results showed substantial and stage-dependent attrition: 86 participants entered Experiment A, 70 completed it (81.4%), 40 proceeded to Experiment B (57.1% of Experiment A completers), and 35 completed all stages (40.7% overall). Dropout reasons progressed from physiological constraints during initial contact, to socio-psychological concerns at the decision-to-continue stage, and to motivational factors during repeated exposure. Based on these findings, the DBF conceptualizes attrition across Phase 1 Physical Adjustment, Phase 2 Developing Trust, and Phase 3 Maintaining Value and Interest. Expert validation supported the framework's content validity and practical relevance, indicating that the DBF contributes a novel staged account of attrition and offers actionable guidance for designing safer, more adaptive, and more sustainable immersive exergames for older adults.en_US
dc.language.isoenen_US
dc.publisherUKM, Bangien_US
dc.relationInstitute of IR4.0 / Institut IR4.0 (IIR4.0)en_US
dc.rightsAkses Terbuka/Open Accessen_US
dc.subjectUniversiti Kebangsaan Malaysia -- Dissertationsen_US
dc.subjectDissertations, Academic -- Malaysiaen_US
dc.subjectExercise—Computer simulationen_US
dc.subjectExergamingen_US
dc.titleDeveloping a Dynamic Barrier Framework (DBF) for older adults’ engagement and attrition in immersive exergamesen_US
dc.typeThesesen_US
dc.rights.holderUniversiti Kebangsaan Malaysiaen_US
dc.description.notese-tesisen_US
dc.format.pages225en_US
dc.format.degreePh.Den_US
Appears in Collections:Institute of Visual Informatics/ Institut Informatik Visual (IVI)/ Institut IR 4.0 (IR4.0)



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