Robotic Versus Human Coaches for Active Aging: An Automated Social Presence Perspective

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Robotic Versus Human Coaches for Active Aging: An Automated Social Presence Perspective ˇ c1 Martina Cai´

· João Avelino2 · Dominik Mahr1,3 · Gaby Odekerken-Schröder1 · Alexandre Bernardino2

Accepted: 23 November 2018 © The Author(s) 2019

Abstract This empirical study compares elderly people’s social perception of human versus robotic coaches in the context of an active and healthy aging program. In evaluating hedonic and utilitarian value perceptions of exergames (i.e., video games integrating physical activity), we consider elderly people’s judgments of the warmth and competence (i.e., social cognition) of their assigned coach (human vs. robot). The field experiments involve 58 elderly participants in the real-life context. Leveraging a mixed-method approach that combines quantitative and qualitative data, we show that (1) socially assistive robots activate feelings of (automated) social presence (2) human coaches score higher on perceived warmth and competence relative to robotic coaches, and (3) social cognition affects elderly people’s experience (i.e., emotional and cognitive reactions and behavioral intentions) with respect to exergames. These findings can inform future developments and design of social robots and systems for their smoother inclusion into elderly people’s social networks. In particular, we recommend that socially assistive robots take complementary roles (e.g., motivational coach) and assist human caregivers in improving elderly people’s physical and psychosocial well-being. Keywords Automated social presence · Social cognition · Socially assistive robots · Exergames · Elderly care · User experience

1 Introduction Many societies face the challenges of aging populations, at risk of reduced physical activity [54], whereas an active lifestyle has proven health-related benefits for

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ˇ c Martina Cai´ [email protected] João Avelino [email protected] Dominik Mahr [email protected] Gaby Odekerken-Schröder [email protected] Alexandre Bernardino [email protected]

1

School of Business and Economics, Maastricht University, Maastricht, The Netherlands

2

Institute for Systems and Robotics Instituto Superior Técnico, University of Lisbon, Lisbon, Portugal

3

Service Science Factory, Maastricht University, Maastricht, The Netherlands

aging adults [3]. When a sedentary lifestyle becomes routine though [5], falls among elderly people can develop into an alarming problem, often leading to hospitalization and reduced physical autonomy [77]. Evidence links decreased motivation for physical activity to advanced age [67], which implies the need for healthcare systems to develop effective solutions to ensure the physical wellbeing of elderly people. Exergames offer an innovative way for seniors to avoid a sedentary lifestyle and combat the degenerative effects of aging; their easy-to-follow steps and gamified nature motivate seniors to remain physically active through playful interactions. The application of exergames in healthcare set