Understanding the Relationship Between Exergame Play Experiences, Enjoyment, and Intentions for Continued Play

Understanding the Relationship Between Exergame Play Experiences, Enjoyment, and Intentions for Continued Play
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DOI:
10.1089/g4h.2015.0042
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发表时间:
2016-04-01
影响因子:
3.5
通讯作者:
Schmierbach, Mike
Schmierbach, Mike
中科院分区:
医学2区
文献类型:
--
作者:
Limperos, Anthony M.;Schmierbach, Mike

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目标:虽然人们普遍认为运动游戏是有益的,但需要更多的研究来了解游戏中的体验如何影响享受以及继续使用此类游戏的可能性。因此,本研究的目的是了解运动游戏中玩家的表现如何影响心理反应(自主性、能力和存在感)、体验的享受以及未来玩的可能性。 对象和方法:62 名大学生(平均年龄,20.32 岁)参加了一项实验,他们在任天堂(日本京都)Wii 上玩“最大的失败者”运动游戏的挑战活动 (TM)控制台。参与者有两次机会来看看他们是否能够“赢得”挑战赛。实验室助理以分钟和秒为单位记录每次训练的玩家表现(范围:30 秒至 10 分钟)。参与者获得最长游戏时间的尝试被用作衡量玩家表现的标准。玩完游戏后,受试者填写一份调查问卷,其中包含与享受、能力、自主性、存在感和未来继续使用运动游戏的意图有关的项目。 结果:结果表明,玩家的成就(玩游戏的时间更长)直接和间接预测自主感、能力、存在感、享受感和未来玩游戏的意图。表现更好的人感觉更自主,体验到更大的存在感,从而带来更大的享受。研究发现,享受和存在感可以调节玩家表现和未来玩运动游戏的意图之间的关系。结论:这项研究表明,运动游戏中的表现与促进享受和未来使用运动游戏的可能性的心理体验有关。讨论了这些发现的理论和实践意义,以及涉及运动游戏的未来研究。
Objective: Although it is generally understood that exergames can be beneficial, more research is needed to understand how in-game experiences influence enjoyment and the likelihood for continued use of these types of games. Therefore, the objective of this research is to understand how player performance in an exergame affects psychological responses (autonomy, competence, and presence), enjoyment of the experience, and likelihood for future play.Subjects and Methods: Sixty-two college students (mean age, 20.32 years) participated in an experiment where they played a challenge event on the "Biggest Loser" exergame for the Nintendo (Kyoto, Japan) Wii (TM) console. Participants were given up to two chances to see if they could "win" the challenge event. A lab assistant recorded player performance for each session in minutes and seconds (range, 30 seconds-10 minutes). The attempt in which the participant achieved the greatest amount of time playing was used as a measure of player performance. After playing, subjects filled out a questionnaire with items pertaining to enjoyment, competence, autonomy, presence, and future intentions for continued use of the exergame.Results: The results suggest that player achievement (longer time spent playing) directly and indirectly predicts feelings of autonomy, competence, presence, enjoyment, and future intentions to play. Individuals who performed better felt more autonomous and experienced greater presence, leading to greater enjoyment. Enjoyment and presence were found to mediate the relationship between player performance and future intentions to play an exergame.Conclusions: This study suggests that performance in exergames is related to psychological experiences that fuel enjoyment and the likelihood for future exergame use. The theoretical and practical significances of these findings are discussed, as well as future research involving exergames.