Does gamification affect the engagement of exercise and well-being?
DOI:
https://doi.org/10.7903/ijecs.2209Keywords:
COVID-19, Exergame, immersion, achievement, social interactionAbstract
Exergames can be considered a useful technology and tool for regular exercise when faced with the COVID-19 outbreak and social distancing period. The purpose of this study was to examine the influence of gamification features (immersion, achievement, and social interaction) on engagement of exergames and well-being. This study conducted PLS-SEM to examine these constructs that may influence user intention to play exergames. The results indicated that immersion, achievement, and social interaction-related features were positively associated with users’ emotional, cognitive and social engagement. Moreover, these engagements are likely to further increase the well-being. The results implied that gamification can be positively associated with engagement and well-being, and be useful resources and references to health-related and exercise industries.