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Explaining the Usage Intentions of Exergames

机译:解释外申申的用法意图

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Different kinds of digital gaming concepts that combine exercise and games, commonly referred to as exergames, have become increasingly common in recent years. These games, which can be used because of both hedonic and utilitarian reasons, have also become a subject of growing interest among academic researchers. However, the factors that explain their usage remain vaguely understood. This study aims to find out what kinds of factors explain the intentions to use exergames as part of one's exercise. To do this, we first propose a new theoretical model for explaining the usage intentions of exergames and then empirically test this model by analyzing an online survey sample collected from 271 Finnish console-based exergame owners through structural equation modeling (SEM). We find the model to perform exceptionally well and to propose several interesting and important implications for both the development and marketing of exergames.
机译:不同种类的数字游戏概念,即结合运动和游戏,通常被称为Exergames,近年来越来越普遍。这些游戏可以因诸湾诸湾诸湾百家和功利的原因而使用,也成为学术研究人员之间兴趣的主题。然而,解释他们的用法的因素仍然含糊地理解。本研究旨在了解哪些因素,解释了用作锻炼的一部分的用途的意图。为此,我们首先提出了一种新的理论模型,用于解释Exergames的使用,然后通过分析通过结构方程建模(SEM)从271个基于芬兰控制台的Exergame业主收集的在线调查样本进行了经验测试该模型。我们发现该模型非常好,并为Exergams的开发和营销提出了几种有趣和重要的影响。

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