Abstract
Exergaming has brought new fitness experience for people with restricted behavior in the post-epidemic era, but the current research on exergaming and home fitness behavior of general healthy users is basically in a gap. In this context, this study obtained a total of 603 valid game evaluations through interviews on user experience and online open questionnaires, 330 of which were collected as valid questionnaires through collating and summarizing them, fitness game evaluation scales were developed through factor analysis, and structural equation modeling was used to analyze the intrinsic linkage among factors influencing users’ use of fitness games. The results show that the influencing factors are: technical quality, functional quality, social interaction, playfulness, ease of use and usefulness, among which usefulness has the highest explained variance, and technical quality positively affects functional quality, ease of use, social interaction and playfulness meanwhile indirectly affecting usefulness, while social interaction also positively affects playfulness, functional quality and ease of use meanwhile indirectly affecting usefulness. This leads to the conclusion that technical quality is the basis for the success of each factor, social interaction facilitates all aspects of the games, and usefulness is the key to exergaming. This study is a groundbreaking exploration of the factors that influence users' use of fitness games, which provides some references for subsequent research, development and operation related to fitness games.
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More From: International Journal of Human–Computer Interaction
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