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dc.contributor.authorKari, Tuomas
dc.date.accessioned2017-01-26T08:11:47Z
dc.date.available2017-01-26T08:11:47Z
dc.date.issued2017
dc.identifier.isbn978-951-39-6956-1
dc.identifier.otheroai:jykdok.linneanet.fi:1665367
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/52866
dc.description.abstractThere is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and the different aspects of usage. Such user-centric focus is greatly needed to achieve the recognised yet unreached potential of exergames, for example, to enhance the population’s levels of physical activity. The importance of researching IS usage has been continuously stressed in the field of IS, and increasing the understanding of IS use is important for both scholars and practitioners alike. Considering the identified research gap and the importance of the topic, this thesis takes a user-centric approach with aim to explain relevant aspects throughout the entire use cycle of exergames: intention to use, adoption and usage habits – as well as the reasons for not using – and use continuance after exergaming experiences. This thesis also examines the ability of exergames to promote physical activity and physical fitness. To investigate these aspects, relevant studies are carried out using both quantitative and qualitative research methods. This thesis demonstrates the perceptions of exergames and how they differ in different phases of the use cycle. The results highlight the importance of hedonic enjoyment perceptions behind usage intentions and the actual use of exergames; however, for the continued use of exergames, the perceptions of utilitarian benefit also have an important role. The theoretical contribution comes from providing valuable new knowledge to the scientific community and increasing the theoretical understanding of exergaming. The findings also pose several practical implications for different stakeholders, ranging from the developers and marketers of exergames to the public sector and the users.
dc.format.extent1 verkkoaineisto (185 sivua) : kuvitettu
dc.language.isoeng
dc.publisherUniversity of Jyväskylä
dc.relation.ispartofseriesJyväskylä studies in computing
dc.relation.isversionofYhteenveto-osa ja 7 eripainosta julkaistu myös painettuna.
dc.subject.otheruser experience
dc.subject.otheruser behaviour
dc.subject.otheruse continuance
dc.subject.otherusage intentions
dc.subject.otherliikuntapelit
dc.subject.otherinformation systems usage
dc.subject.otherhabits of playing
dc.subject.otherexergaming
dc.subject.otherexergames
dc.titleExergaming usage : hedonic and utilitarian aspects
dc.typeDiss.
dc.identifier.urnURN:ISBN:978-951-39-6956-1
dc.type.dcmitypeTexten
dc.type.ontasotVäitöskirjafi
dc.type.ontasotDoctoral dissertationen
dc.contributor.tiedekuntaInformaatioteknologian tiedekuntafi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.relation.issn1456-5390
dc.relation.numberinseries260
dc.rights.accesslevelopenAccessfi
dc.subject.ysodigitaaliset pelit
dc.subject.ysopelaaminen
dc.subject.ysopelaajat
dc.subject.ysokäyttäjät
dc.subject.ysokäyttäjäkokemus
dc.subject.ysomielihyvä
dc.subject.ysohyöty
dc.subject.ysokäyttöönotto
dc.subject.ysoterveyskäyttäytyminen
dc.subject.ysoliikuntatottumukset


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