Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency

Abstract
Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interesting findings concerning the adoption and habits of playing exergames. Digital gaming frequency is found better in explaining these compared to physical activity background, with some interesting differences. These results can also be used to draw implications for the design and marketing of exergames.
Main Author
Format
Conferences Conference paper
Published
2015
Subjects
Publication in research information system
Publisher
AIS Electronic Library (AISeL)
Original source
http://aisel.aisnet.org/amcis2015/AdoptionofIT/GeneralPresentations/40/
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-201508212717Käytä tätä linkitykseen.
Parent publication ISBN
978-0-9966831-0-4
Review status
Peer reviewed
Conference
Americas conference on information systems
Language
English
Is part of publication
AMCIS 2015 : Proceedings of the Twenty-first Americas Conference on Information Systems
Citation
License
In CopyrightOpen Access
Copyright© 2015 the Author. Published by AIS Electronic Library (AISeL). Published in this repository with the kind permission of the publisher.

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