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

Shu Chen Chang, Yu Ping Chiu, Chiao Chieh Chen

研究成果: 雜誌貢獻期刊論文同行評審

3 引文 斯高帕斯(Scopus)

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
頁(從 - 到)119-133
頁數15
期刊International Journal of Electronic Commerce Studies
14
發行號1
DOIs
出版狀態已發佈 - 2023

ASJC Scopus subject areas

  • 電腦科學應用

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