Does gamification affect the engagement of exercise and well-being?

Authors

  • Shu-Chen Chang National Taipei University of Business
  • Yu-Ping Chiu National Taiwan Normal University
  • Chiao-Chieh Chen

DOI:

https://doi.org/10.7903/ijecs.2209

Keywords:

COVID-19, Exergame, immersion, achievement, social interaction

Abstract

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.

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Published

2023-03-19

Issue

Section

Regular Articles