Acceptance of Digital Leisure for Older Adults: Focusing on the Senior Technology Acceptance Model
Hyunjoo Lee, Hyeri Shin, Yeomin Han, Donghyun Lee, Young Sun Kim

TL;DR
This study explores how older adults in Korea accept digital leisure activities and identifies factors like health and anxiety that influence their willingness to participate.
Contribution
The study introduces a model linking health, anxiety, and beliefs to digital leisure participation among older adults.
Findings
Health positively predicts control and attitudinal beliefs about digital leisure.
Attitudinal beliefs have the strongest effect on the intention to participate in digital leisure.
Mild technology-related anxiety may coexist with curiosity and perceived benefits.
Abstract
Rapid digitalization is reshaping leisure in later life, creating new opportunities for engagement, learning, and social connection (Nimrod & Adoni, 2012). In Korea, smartphone-based leisure use among adults aged 60+ has risen markedly over the past decade (Ministry of Culture, Sports and Tourism, 2018, 2022). Participation in digital leisure—covering activities such as online communication, streaming, gaming, and virtual learning—has been associated with enhanced quality of life, subjective well-being, and social inclusion (Regalado et al., 2023; Gallistl & Nimrod, 2019). Understanding the factors that shape acceptance is therefore essential for policies and interventions that promote active and healthy aging. This study tested a structural model linking gerontechnology anxiety, multidimensional health, control beliefs, attitudinal beliefs, and intention to participate in digital…
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Taxonomy
TopicsTechnology Use by Older Adults · Recreation, Leisure, Wilderness Management · Impact of Technology on Adolescents
