Abstract
Exergames can be considered a useful technology and tool for regular exercise when faced with the COVID-19 outbreak and social distancing period. This study examined the influence of gamification features (immersion, achievement, and social interaction) on the exergames' engagement and well-being. PLS-SEM examines the constructs' effect on the exergames play intention. Results indicated that immersion, achievement, and social interaction-related features were positively associated with users' emotional, cognitive, and social engagement. Moreover, these engagements are likely to increase well-being further. The results implied that gamification could be positively associated with engagement and well-being and could be the reference for health-related and exercise industries.
Original language | English |
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Pages (from-to) | 119-133 |
Number of pages | 15 |
Journal | International Journal of Electronic Commerce Studies |
Volume | 14 |
Issue number | 1 |
DOIs | |
Publication status | Published - 2023 |
Keywords
- COVID-19
- Exergame
- achievement
- immersion
- social interaction
ASJC Scopus subject areas
- Computer Science Applications