Description
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.
Recommended Citation
Kari, Tuomas, "Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency" (2015). AMCIS 2015 Proceedings. 40.
https://aisel.aisnet.org/amcis2015/AdoptionofIT/GeneralPresentations/40
Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency
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.