An investigation of user acceptance and flow experience using video-capture gaming technology for exercise

G. Barry, P. van Schaik, A. MacSween, J. Dixon, Denis Martin
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引用次数: 5

Abstract

The aims of this study were to investigate the user acceptance of exercise using the IREX™ Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX™ (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX™ to be an acceptable alternative to gym-based exercise.
使用视频捕捉游戏技术进行锻炼的用户接受度和流体验调查
本研究的目的是调查用户对使用IREX交互式康复和锻炼系统(视频捕捉游戏环境)进行锻炼的接受程度,并将其与在健身房进行锻炼的环境进行比较;并比较两种运动环境下用户的心流体验——在活动中的吸收。从大学教职员工和学生中招募了18名健康男性和20名健康女性,平均年龄34岁(1SD 12.8),生活方式久坐不动。参与者随机分为两组- IREX™(n=19)或基于健身房的锻炼(n=19)。两组人都在两周内进行了三次锻炼。除了IREX有更高的性能预期外,两种环境在用户接受度和流程体验方面没有显著差异。这些结果表明IREX™是健身房锻炼的可接受替代方案。
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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