Please use this identifier to cite or link to this item: https://ptsldigital.ukm.my/jspui/handle/123456789/784759
Title: Developing a Dynamic Barrier Framework (DBF) for older adults’ engagement and attrition in immersive exergames
Authors: Song, Xiacheng.
Supervisor: Nazlena Mohamad Ali, Assoc Prof. Dr.
Mohamad Hidir Mhd Salim, Dr.
Muhammad Yudhi Rezaldi, Dr.
Keywords: Universiti Kebangsaan Malaysia -- Dissertations
Dissertations, Academic -- Malaysia
Exercise—Computer simulation
Exergaming
Issue Date: 17-Jul-2026
Abstract: Immersive 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.
Description: Full-text
Notes: e-tesis
Pages: 225
Publisher: UKM, Bangi
URI: https://ptsldigital.ukm.my/jspui/handle/123456789/784759
Appears in Collections:Institute of Visual Informatics/ Institut Informatik Visual (IVI)/ Institut IR 4.0 (IR4.0)



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