User-acceptance and flow in two gaming platforms used for exercise

J. Robinson, P. van Schaik, A. MacSween, J. Dixon, Denis Martin
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引用次数: 3

Abstract

The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.
两个运动游戏平台的用户接受度和流量
本研究的目的是通过心理问卷比较两种游戏平台作为锻炼工具时用户的接受度和体验。研究人员从英国提赛德大学招募了33名参与者。参与者被随机分配到使用互动康复和锻炼系统或任天堂Wii进行锻炼。在为期四周的锻炼计划之后,在游戏平台之间没有发现显著差异。然而,在接受度和经验方面有了显著的提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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