User-acceptance and flow in two gaming platforms used for exercise

J. Robinson, P. van Schaik, A. MacSween, J. Dixon, Denis Martin
{"title":"User-acceptance and flow in two gaming platforms used for exercise","authors":"J. Robinson, P. van Schaik, A. MacSween, J. Dixon, Denis Martin","doi":"10.1109/ICVR.2011.5971853","DOIUrl":null,"url":null,"abstract":"The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"153 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 International Conference on Virtual Rehabilitation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVR.2011.5971853","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
两个运动游戏平台的用户接受度和流量
本研究的目的是通过心理问卷比较两种游戏平台作为锻炼工具时用户的接受度和体验。研究人员从英国提赛德大学招募了33名参与者。参与者被随机分配到使用互动康复和锻炼系统或任天堂Wii进行锻炼。在为期四周的锻炼计划之后,在游戏平台之间没有发现显著差异。然而,在接受度和经验方面有了显著的提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Neurorehabilitation of poststroke cognitive impairments with the use of computed programs Short-term practice with customized 3D immersive videogame improves arm-postural coordination in patients with TBI A virtual reality system for robot-assisted gait training based on game design principles The contribution of a VR-based programme in cognitive rehabilitation following stroke Use of novel virtual reality system for the assessment and treatment of unilateral spatial neglect: A feasibility study
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1