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dc.contributor.authorKari, Tuomas
dc.date.accessioned2015-08-21T11:03:29Z
dc.date.available2015-08-21T11:03:29Z
dc.date.issued2015
dc.identifier.citationKari, T. (2015). Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency. In <i>AMCIS 2015 : Proceedings of the Twenty-first Americas Conference on Information Systems</i>. AIS Electronic Library (AISeL). <a href="http://aisel.aisnet.org/amcis2015/AdoptionofIT/GeneralPresentations/40/" target="_blank">http://aisel.aisnet.org/amcis2015/AdoptionofIT/GeneralPresentations/40/</a>
dc.identifier.isbn978-0-9966831-0-4
dc.identifier.otherCONVID_24828317
dc.identifier.otherTUTKAID_66806
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/46675
dc.description.abstractExergaming, 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.
dc.language.isoeng
dc.publisherAIS Electronic Library (AISeL)
dc.relation.ispartofAMCIS 2015 : Proceedings of the Twenty-first Americas Conference on Information Systems
dc.relation.urihttp://aisel.aisnet.org/amcis2015/AdoptionofIT/GeneralPresentations/40/
dc.subject.otherexergames
dc.subject.otheractive video games
dc.subject.otherhabits of playing
dc.subject.otheronline survey
dc.titleExplaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201508212717
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2015-08-21T06:15:04Z
dc.relation.isbn978-0-9966831-0-4
dc.type.coarconference paper
dc.description.reviewstatuspeerReviewed
dc.type.versionacceptedVersion
dc.rights.copyright© 2015 the Author. Published by AIS Electronic Library (AISeL). Published in this repository with the kind permission of the publisher.
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceAmericas conference on information systems
dc.subject.ysoadoptio
jyx.subject.urihttp://www.yso.fi/onto/yso/p3727


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