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

机译:使用视频捕获游戏技术进行锻炼的用户接受度和流程体验调查

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摘要

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.
机译:这项研究的目的是与在健身房环境中进行锻炼相比,研究用户使用IREX™交互式康复和锻炼系统(视频捕捉游戏环境)对锻炼的接受程度;并使用两种锻炼环境来比较用户的流量体验-在活动中的吸收。从大学工作人员和学生中抽取了18名健康男性和20名健康女性的便利样本,他们的平均年龄为34岁(1SD 12.8),具有久坐的生活方式。参与者被随机分为两组-IREX™(n = 19)或基于健身房的运动(n = 19)。两组均参加了为期两周的三场运动。除了使用IREX可以提高性能预期外,两种环境在用户接受度和流程体验方面也没有显着差异。这些结果表明,IREX™是基于健身房的锻炼的可接受替代方案。

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