Explaining the Usage Intentions of Exergames

Abstract
Different kinds of digital gaming concepts that combine exercise and games, commonly referred to as exergames, have become increasingly common in recent years. These games, which can be used because of both hedonic and utilitarian reasons, have also become a subject of growing interest among academic researchers. However, the factors that explain their usage remain vaguely understood. This study aims to find out what kinds of factors explain the intentions to use exergames as part of one’s exercise. To do this, we first propose a new theoretical model for explaining the usage intentions of exergames and then empirically test this model by analyzing an online survey sample collected from 271 Finnish console-based exergame owners through structural equation modeling (SEM). We find the model to perform exceptionally well and to propose several interesting and important implications for both the development and marketing of exergames.
Main Authors
Format
Conferences Conference paper
Published
2014
Subjects
Publication in research information system
Publisher
Association for Information Systems (AIS)
Original source
http://aisel.aisnet.org/icis2014/proceedings/HumanBehavior/39/
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-201501151118Use this for linking
Parent publication ISBN
978-0-615-15788-7
Review status
Peer reviewed
ISSN
1026-1079
Conference
International Conference on Information Systems
Language
English
Is part of publication
ICIS 2014 : Proceedings of the Thirty Fifth International Conference on Information Systems, Auckland 2014
Citation
License
In CopyrightOpen Access
Copyright© The Authors. This article is available through the AIS electronic library.

Share