## 3 Results
### [PERSON] (aged 70) was a very proactive participant; she actively sought ways to push her mobile telepresence robot to the limits and discover the possibilities of its use in her home and daily life. [PERSON] was married, lived with her husband and was retired. She spent much of her free time playing board games and video games with her friends. Of our participants, [PERSON] was most savvy about current technology and actively used serviceslike online message groups and online gaming software. She kept in touch with several close friends via Discord (Discord--A chat app used to communicate with others via text, video, or voice) chats or in weekly meetups. She also socialized via dinners, catch ups, game nights, online gaming, and traveling to see loved ones in person. [PERSON] found some robots to be quite unique and purposeful and had knowledge of them from science fiction. She indicated no preconceived opinions of the robot and that she wanted to go through the study with an open mind. [PERSON] used the mobile telepresence robot with her interaction partner, \(\text{[PERSON]}_{IP}\). [PERSON] advanced through the acceptance phases rather quickly and experienced the \(\text{Identification}_{6}\) phase within her first encounter with the robot; this phase was her highest ranked phase throughout the rest of her seven-month experience (Figure 4 & Table 6; Month 2 is excluded due to missing data for that session).
#### 3.4.3 Month 1 Interview: Adaptation4
After **Adapting\({}_{4}\)** to and **Integrating\({}_{5}\)** the mobile telepresence robot into routines in the prior months, [PERSON] showed her primary peak of **Identification6**. This peak occurred based on her recognition of the robots _Benefits\({}_{6}\)_ and _Disadvantages\({}_{6}\)_ and was supported by the increase of the **Expectation\({}_{1}\)** phase (16.67%). _Benefits\({}_{6}\)_ [PERSON] mentioned included, \"it's a nice size, it doesn't take a lot of room, and... [its] application it's pretty good\" (_Recognize Benefits\({}_{6}\)_). She also recognized some _Disadvantages\({}_{6}\)_ of the robot that she considered \"middle range\" (i.e., to have a minor impact on her experience), such as \"it is not very good outside\", and \"it could include some application[s] that would make it more convenient\" (_Recognize Disadvantages\({}_{6}\)_). Understanding of the benefits and disadvantages also informed [PERSON]'s **Expectations\({}_{1}\)** of the robot: she did not \"have any real negative\" experiences as \"it [robot] doesn't come on in the middle of the night and roll around\"(_Attitude Formation\({}_{1}\)_), and she felt her negative experiences could not compare to something like that occurring. [PERSON] also began **Identifying\({}_{6}\)** [PERSON]\({}_{IP}\) with the robot when it became their primary form of communication: It is \"nice to hang out with [PERSON]\({}_{IP}\) and craft or play board games.... It's a memorable or awesome thing being able to set up a board game or cook with a larger group of friends who have not seen her [[PERSON]\({}_{IP}\)] in a while\" (**Identification\({}_{6}\)**). This positive experience led to the second peak of **Expectation\({}_{1}\)**; [PERSON] wanted to \"find some more people to\" use the robot and began looking towards her social circles for other interaction partners (_Discuss with Others\({}_{1}\)_). 3.4.6. Month 5 Interview: Integrations  
[PERSON]'s **Integration\({}_{5}\)** phase (38.46%) reached its primary peak. **Identification\({}_{6}\)**, still her highest ranked phase, entered a small valley (46.15%). With her primary peak of the **Integration\({}_{5}\)** phase (38.46%) in Month 5, [PERSON] was continuing her use of the mobile telepresence robot at least \"once a week\" (_Use Routines\({}_{5}\)_) if not more than in Month 3 where the first peak of **Integration\({}_{5}\)** appeared. Now, [PERSON] and her interaction partner wanted to \"play board games over this [the robot].... and do something new\" (_Exploration\({}_{4}\)_). Following her _Reinventiveive_ mindset, [PERSON] constantly pushed the bounds of what the robot could handle. She learned, and taught others, who she had previously introduced to the robot, how to \"play board games... and teach othershow to use it [the robot] and have some fun\" (_Reinvention_5). She wanted this robot \"to connect to a hot spot\" for a more on-the-go experience, attempting again to go on a walk outdoors with her robot (_Reinvention_5). [PERSON] continued this _Reinventive_5 mindset through the rest of the study, searching for new and exciting ways to use this robot like a board game night where it \"feels like having an actual game night\" (_Use Routines_5).