The influence of experience satisfaction and sports attitude on somatosensory experience of information technology products: A case study of Wii sports

Chih-Wei Lin, W. Tan, Su-Shiang Lee, Shin-I Tseng, Yu-Sheng Lin, W. Hsu
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引用次数: 2

Abstract

This study aims to investigate the relationship between the experience satisfaction and sports attitude for the adolescent with the somatosensory experience of information technology products. Subject to the adolescents ranging from 13 to 15-year olds, this study issues a total of 445 surveys by using cluster sampling. As a result, 415 valid samples are received and the effective response rate is 93.2%. For the collected data, it is at first analyzed for the reliability and the validity, and then descriptive statistics and multiple regression analysis are applied. The main results induced from this study are as below. (1) The experience of Wii Sports can benefit the “Sensory Emotion” of the somatosensory experience. (2) The “Relaxation” of the experience satisfaction is the most impressive; the “Affection” of the exercise attitude is the highest. (3) The “Thinking Action”, “Sensory Emotion” and “Relevance” of somatosensory experiences in Wii Sports can effectively predict the experience satisfaction and sports attitude. (4) The sports attitudes can be effectively predicted by the “Relaxation”, “Physiological” and “Psychological” of the somatosensory experience in Wii Sports. Based on the above results, this study provides some practical suggestions for educational and related units as a reference to achieve an improvement in sports education.
体验满意度和运动态度对信息技术产品体感体验的影响:以Wii运动为例
本研究旨在探讨青少年体验满意度与运动态度与资讯科技产品体感体验的关系。本研究以13 ~ 15岁的青少年为研究对象,采用整群抽样的方法共发放问卷445份。共收到有效样本415份,有效回复率为93.2%。对收集到的数据首先进行信度和效度分析,然后运用描述性统计和多元回归分析。本研究得出的主要结果如下:(1) Wii Sports的体验有利于体感体验的“感官情感”。(2)体验满意度的“放松”最令人印象深刻;运动态度的“情感”程度最高。(3)《Wii Sports》体感体验的“思维行动”、“感觉情感”和“关联”能有效预测体验满意度和运动态度。(4)《Wii sports》体感体验的“放松”、“生理”、“心理”三个维度能够有效预测运动态度。基于上述研究结果,本研究为教育及相关单位提供了一些切实可行的建议,以供参考,以实现体育教育的改进。
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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