Use this URL to cite or link to this record in EThOS:
Title: Motivational and de-motivational factors influencing seniors' engagement with brain-training software
Author: O'Brien, D. T.
ISNI:       0000 0004 2745 6665
Awarding Body: Queen's University Belfast
Current Institution: Queen's University Belfast
Date of Award: 2013
Availability of Full Text:
Full text unavailable from EThOS.
Please contact the current institution’s library for further details.
The research sought to help enable the successful development of mobile brain-training software for seniors by addressing the following research question: What are the motivational and de-motivational ) factors influencing seniors' engagement with mobile brain-training software? The research was conducted alongside the iterative development of an iPhone-based brain-training tool for seniors, named Brain jog. Firstly, four focus groups were conducted with a total of 34 participants, the analysis of which resulted in a ranking of 19 motivational factors, of which the top three factors were challenge, usefulness and familiarity and 15 de-motivational factors, of which the top-three factors were usability issues, poor communication and games that were too fast. The ran kings were used to inform the design of the initial Brain Jog prototype. Subsequently, two usability studies were conducted using Brain jog, each with 8 participants. The results showed that implementing interactive help sections was successful in improving user comprehension of how to play. Following this, two consecutive field trials with a total of 11 participants were conducted using Brain Jog, aimed at investigating what motivational! de-motivational factors influence seniors' engagement with brain-training software, given longer exposure to the games. Rndings from the field trials revealed new and recurring factors relative to the initial focus groups and that challenge was again the top ranked motivational factor in both studies. Finally, results from two studies in which Brain jog was published to the iTunes Application Store, with a total of 880 participants, revealed that a measure of challenge was a strong predictor of a measure of positive affect, accounting for, on average, 46.5% of the variance.
Supervisor: Not available Sponsor: Not available
Qualification Name: Thesis (Ph.D.) Qualification Level: Doctoral
EThOS ID:  DOI: Not available