跳至主導覽 跳至搜尋 跳過主要內容

The need for exercise in exergaming perspective of the uses and gratifications theory

  • Thi Tuan Linh Pham
  • , Han Chung Huang
  • , T. C.E. Cheng
  • , May Kuen Wong
  • , Yen Ni Liao
  • , Ya Hui Yang
  • , Ching I. Teng*
  • *此作品的通信作者
  • Thai Nguyen University
  • Chang Gung University
  • National Sun Yat-sen University
  • Hong Kong Polytechnic University
  • Chang Gung Memorial Hospital
  • National Taiwan University

研究成果: 期刊稿件文章同行評審

15 引文 斯高帕斯(Scopus)

摘要

Purpose: Playing exergames may resemble doing conventional exercise and thus has the potential to enhance users’ health. However, no study has yet examined whether and how a need for exercise impacts users’ intention to continuously play exergames, i.e. continuance intention and its antecedents. We developed a model grounded in the uses and gratifications theory (UGT) to address this issue. Design/methodology/approach: We recruited 583 participants to play exergames and collected their psychological responses and physical information. Structural equation modeling (SEM) was used to test the hypotheses. Findings: We found that health consciousness and perceived exercise benefits are positively related to a need for exercise, which is, in turn, positively related to continuance intention. Moreover, perceived exergame similarity with exercise strengthens the positive link between the need for exercise and continuance intention. Originality/value: This is the first study using the UGT to explain the underlying mechanism linking health consciousness to continuance intention in the playing of exergames. In addition, we introduced the need for exercise as a novel construct in this study. Our findings provide insights to managers on incorporating health-related features into their exergame products to motivate users' engagement in playing exergames.

原文英語
頁(從 - 到)1085-1099
頁數15
期刊Industrial Management and Data Systems
120
發行號6
DOIs
出版狀態已出版 - 22 06 2020

文獻附註

Publisher Copyright:
© 2020, Emerald Publishing Limited.

指紋

深入研究「The need for exercise in exergaming perspective of the uses and gratifications theory」主題。共同形成了獨特的指紋。

引用此