摘要
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.
原文 | 英語 |
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頁(從 - 到) | 119-133 |
頁數 | 15 |
期刊 | International Journal of Electronic Commerce Studies |
卷 | 14 |
發行號 | 1 |
DOIs | |
出版狀態 | 已發佈 - 2023 |
ASJC Scopus subject areas
- 電腦科學應用