Search results for "habits of playing"
showing 4 items of 4 documents
The habits of playing and the reasons for not playing exergames: Age differences in Finland
2013
This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating especially on the differences between four different age groups of players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. There are also potentially significant age differences in how these games are perceived. The study is based on analysing an online survey sample of 3,036 Finnish consumers by using contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results o…
The Habits of Playing and the Reasons for Not Playing Exergames: Gender Differences in Finland
2012
This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating particularly on the gender differences between the male and female players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. The study is based on analysing an online survey sample of 3,036 Finnish consumers through contingency tables, the Pearson’s χ 2 tests of independence, and the Cramér’s V coefficients. The results of the analysis reveal 11 main reasons for not playing exergames as well as several gender…
Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency
2015
Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interest…
Exergaming usage : hedonic and utilitarian aspects
2017
There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…