2020
DOI: 10.1108/imds-07-2019-0377
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The need for exercise in exergaming perspective of the uses and gratifications theory

Abstract: PurposePlaying exergames may resemble doing conventional exercise and thus has the potential to enhance users’ health. However, no study has yet examined whether and how a need for exercise impacts users’ intention to continuously play exergames, i.e. continuance intention and its antecedents. We developed a model grounded in the uses and gratifications theory (UGT) to address this issue.Design/methodology/approachWe recruited 583 participants to play exergames and collected their psychological responses and p… Show more

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Cited by 9 publications
(8 citation statements)
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“…Hence, we choose to focus on attitudinal loyalty, which defines loyalty using continuance intention. This construct has remained the core concept in research on gamified systems (Du et al , 2020), exergaming systems (Pham et al , 2020) and social information systems (Shao et al , 2020), justifying its applicability in online game research.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Hence, we choose to focus on attitudinal loyalty, which defines loyalty using continuance intention. This construct has remained the core concept in research on gamified systems (Du et al , 2020), exergaming systems (Pham et al , 2020) and social information systems (Shao et al , 2020), justifying its applicability in online game research.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Our study adds value to this overarching literature as we uncover how engagement factors influence addiction in video games. Second, this study extends the application of Uses and Gratifications Theory (UGT) as studied in media, video game, and social media [ 30 , 31 ] and Cultivation Theory toward developing a theoretical model that explains the role of video game engagement dimensions in predicting video game addiction. We applied UGT to video game engagement factors (conscious attention, absorption, social connection, dedication, enthusiasm, and interaction), which give rise to a cultivation effect owing to increased engagement in video game play, resulting in video game addiction.…”
Section: Introductionmentioning
confidence: 99%
“…This theory relies on the assumptions that media uses are active participants in selecting media and are conscious of their own reasoning, in addition to the goal-directed nature of media and the expectation that it will satisfy specific needs (Dindar & Akbulut, 2015). In the context of this theory, individuals are motivated by their desire to engage in activities based on which activities will satiate their specific needs (Pham et al, 2020). Pham et al (2020) related this theory to exercise in hypothesizing that one's need for exercise would motivate that individual to initiate and continue to play exergames since AVGs are a form of media that has similar outcomes as traditional exercise.…”
Section: Uses and Gratification Theorymentioning
confidence: 99%
“…In the context of this theory, individuals are motivated by their desire to engage in activities based on which activities will satiate their specific needs (Pham et al, 2020). Pham et al (2020) related this theory to exercise in hypothesizing that one's need for exercise would motivate that individual to initiate and continue to play exergames since AVGs are a form of media that has similar outcomes as traditional exercise.…”
Section: Uses and Gratification Theorymentioning
confidence: 99%
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