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 |
|---|---|
| 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