首页> 美国卫生研究院文献>International Journal of Environmental Research and Public Health >Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study
【2h】

Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study

机译:中国家庭运动传感游戏行为的蜂鸟类和功利主义动机:实证研究

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. Whether Chinese customers have the intention of using motion-sensing games to improve their health status in the home environment will directly determine the commercial potential of the relevant industry in the Chinese market. In order to understand the motives of users and explore the market possibility and prospects of the game industry, this study adopts empirical research and structural equation modeling to construct a motivation model of Chinese consumers toward motion-sensing gameplay behavior in the household environment. We distributed 515 questionnaires to conduct a survey; 427 valid responses have been received, and 203 data, which meet the inclusion criteria of the required game experience, have been analyzed by SPSS25.0 and AMOS25.0. A structural equation model for the gameplay motivation has been constructed. The result shows that the three functional motivators, exercise (Path efficient = 0.40, p < 0.01), entertainment (Path efficient = 0.27, p < 0.01), and social interaction (Path efficient = 0.36, p < 0.01) of home motion-sensing games have a significantly positive impact on the user’s intention to play. Furthermore, the diversity and the time-and-place flexibility variables exert an important positive influence on the users’ gameplay behavior through their effects on the three main functional motive variables. To sum up, (1) exercise, (2) entertainment, and (3) social interaction are the main functional motivations of the Chinese consumers’ gameplay behaviors; (4) diversity and (5) time-and-place flexibility are the two main attribute motivators. The acceptance of Chinese users for home motion-sensing games remains positive and high. The motion-sensing game industry has broad market prospects in China through its potential in promoting consumer’s wellness and health in the home environment.
机译:作为视频游戏的重要分支和新兴运动传感技术的集成,家庭运动传感游戏不能只带蜂窝娱乐,而且还促进了对人们的运动和社会互动,以改善其身体和心理健康的运动和社会互动。作为世界上最有人口众多的国家之一,中国拥有世界上最多的家庭,但由于国际企业13年的赛季冬季,由于13年的游戏工业冬季,普及普及普及率相当较低。中国客户是否有意使用运动传感游戏以提高他们的健康状况,将直接确定中国市场相关行业的商业潜力。为了了解用户的动机,探讨游戏行业的市场可能性和前景,本研究采用实证研究和结构方程模型,构建中国消费者对家庭环境运动传感游戏行为的动机模式。我们分发了515次问卷调查; 427已收到有效响应,并通过SPSS25.0和AMOS25.0分析了符合所需游戏经验的纳入标准的203个数据。构建了游戏动机的结构方程模型。结果表明,三种功能刺激,运动(路径有效= 0.40,P <0.01),娱乐(路径有效= 0.27,P <0.01),以及家庭运动的社交互动(路径有效= 0.36,P <0.01)传感游戏对用户的打算产生显着积极的影响。此外,多样性和时间和地位灵活性变量通过对三个主要功能动机变量的影响对用户的游戏行为产生了重要的积极影响。总结,(1)锻炼,(2)娱乐,(3)社会互动是中国消费者游戏行为的主要功能动机; (4)多样性和(5)时间和地点灵活性是两个主要属性激励因素。对家庭运动传感游戏的中国用户的接受仍然是积极的。动态传感游戏行业通过促进家庭环境中的消费者的健康和健康,在中国拥有广阔的市场前景。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号