Does gamification affect the engagement of exercise and well-being?

Shu Chen Chang, Yu Ping Chiu, Chiao Chieh Chen

Research output: Contribution to journalArticlepeer-review

3 Citations (Scopus)

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 languageEnglish
Pages (from-to)119-133
Number of pages15
JournalInternational Journal of Electronic Commerce Studies
Volume14
Issue number1
DOIs
Publication statusPublished - 2023

Keywords

  • COVID-19
  • Exergame
  • achievement
  • immersion
  • social interaction

ASJC Scopus subject areas

  • Computer Science Applications

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