WHO INTENDS TO PLAY EXERGAMES? THE FLOW-THEORETIC PERSPECTIVE
Exergames enable users to utilize computer applications to engage in exercise. The literature on exergames has revealed their effects on users' physical indicators. However, insufficient research has examined the predictors of user intention to play exergames. We examine these predictors throug...
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Veröffentlicht in: | Journal of electronic commerce research 2018, Vol.19 (2), p.154-163 |
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description | Exergames enable users to utilize computer applications to engage in exercise. The literature on exergames has revealed their effects on users' physical indicators. However, insufficient research has examined the predictors of user intention to play exergames. We examine these predictors through an approach grounded in flow theory. Conducting a longitudinal study, we asked participants to play exergames for a total of 18 hours in 12 weeks. We find that a strong perceived challenge and its interaction with performance -approach goals are positively related to user intention to play exergames. We contribute to the literature by providing a novel predictor of user intention to play exergames that can be exploited to encourage the use of exergames. We also provide exergame providers with insights into designing exergames to induce users' playing behaviour. |
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We contribute to the literature by providing a novel predictor of user intention to play exergames that can be exploited to encourage the use of exergames. We also provide exergame providers with insights into designing exergames to induce users' playing behaviour.</description><identifier>ISSN: 1938-9027</identifier><identifier>EISSN: 1526-6133</identifier><language>eng</language><publisher>Long Beach: Journal of Electronic Commerce Research</publisher><subject>Behavior ; Brand loyalty ; Computer & video games ; Computer mediated communication ; Computers ; Correlation analysis ; Electronic commerce ; Exercise ; Flow theory ; Human-computer interaction ; Perceptions ; Physical exercise ; Social networks ; Social research ; User experience ; User interface</subject><ispartof>Journal of electronic commerce research, 2018, Vol.19 (2), p.154-163</ispartof><rights>Copyright Journal of Electronic Commerce Research 2018</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,4022</link.rule.ids></links><search><creatorcontrib>Huang, Han-Chung</creatorcontrib><creatorcontrib>Edwin Cheng, Tai Chiu</creatorcontrib><creatorcontrib>Wong, May-Kuen</creatorcontrib><creatorcontrib>Chiu, Hsin-Ying</creatorcontrib><creatorcontrib>Lee, Chih-Yin</creatorcontrib><creatorcontrib>Teng, Ching-I</creatorcontrib><title>WHO INTENDS TO PLAY EXERGAMES? 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THE FLOW-THEORETIC PERSPECTIVE</title><author>Huang, Han-Chung ; Edwin Cheng, Tai Chiu ; Wong, May-Kuen ; Chiu, Hsin-Ying ; Lee, Chih-Yin ; Teng, Ching-I</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-g215t-55d4a12924b4ea8f4105c7dd30a41ec9ab5740cb311263ae19a0bdbb57555e803</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Behavior</topic><topic>Brand loyalty</topic><topic>Computer & video games</topic><topic>Computer mediated communication</topic><topic>Computers</topic><topic>Correlation analysis</topic><topic>Electronic commerce</topic><topic>Exercise</topic><topic>Flow theory</topic><topic>Human-computer interaction</topic><topic>Perceptions</topic><topic>Physical exercise</topic><topic>Social networks</topic><topic>Social research</topic><topic>User experience</topic><topic>User interface</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Huang, Han-Chung</creatorcontrib><creatorcontrib>Edwin Cheng, Tai Chiu</creatorcontrib><creatorcontrib>Wong, May-Kuen</creatorcontrib><creatorcontrib>Chiu, Hsin-Ying</creatorcontrib><creatorcontrib>Lee, Chih-Yin</creatorcontrib><creatorcontrib>Teng, Ching-I</creatorcontrib><collection>Global News & ABI/Inform Professional</collection><collection>Trade PRO</collection><collection>ProQuest Central (Corporate)</collection><collection>BPIR.com Limited</collection><collection>Docstoc</collection><collection>University Readers</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Global (Alumni Edition)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>International Bibliography of the Social Sciences</collection><collection>Business Premium Collection (Alumni)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>SciTech Premium Collection</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Professional Standard</collection><collection>ABI/INFORM Global</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central Basic</collection><jtitle>Journal of electronic commerce research</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Huang, Han-Chung</au><au>Edwin Cheng, Tai Chiu</au><au>Wong, May-Kuen</au><au>Chiu, Hsin-Ying</au><au>Lee, Chih-Yin</au><au>Teng, Ching-I</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>WHO INTENDS TO PLAY EXERGAMES? 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We contribute to the literature by providing a novel predictor of user intention to play exergames that can be exploited to encourage the use of exergames. We also provide exergame providers with insights into designing exergames to induce users' playing behaviour.</abstract><cop>Long Beach</cop><pub>Journal of Electronic Commerce Research</pub><tpages>10</tpages></addata></record> |
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subjects | Behavior Brand loyalty Computer & video games Computer mediated communication Computers Correlation analysis Electronic commerce Exercise Flow theory Human-computer interaction Perceptions Physical exercise Social networks Social research User experience User interface |
title | WHO INTENDS TO PLAY EXERGAMES? THE FLOW-THEORETIC PERSPECTIVE |
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