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Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video
OBJECTIVE: This study aimed to explore the acceptance of exergames in a work environment and investigate influencing factors through examining a conceptual model. METHODS: After viewing a short video on playing exergames, sixty recruited working adults scored items associated with perceived usefulne...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6001273/ https://www.ncbi.nlm.nih.gov/pubmed/29942559 http://dx.doi.org/10.1177/2055207616654578 |
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author | Li, Jinhui Theng, Yin-Leng Cheong, Wei Lun Hoo, Yi Fei Ngo, My Dung |
author_facet | Li, Jinhui Theng, Yin-Leng Cheong, Wei Lun Hoo, Yi Fei Ngo, My Dung |
author_sort | Li, Jinhui |
collection | PubMed |
description | OBJECTIVE: This study aimed to explore the acceptance of exergames in a work environment and investigate influencing factors through examining a conceptual model. METHODS: After viewing a short video on playing exergames, sixty recruited working adults scored items associated with perceived usefulness, perceived ease of use, attitude toward use, and intention to use. Confirmatory factor analysis was carried out to test the measurement model, followed by structural equation modeling to estimate the path coefficients. RESULTS: The conceptual model was generally supported, with most of the path coefficients being statistically significant. Employees who perceived a higher level of ease of use toward exergames are more likely to have higher perceived usefulness and attitude toward use; higher perceived usefulness and attitude toward use further increases employees’ intention of use for the exergames. CONCLUSION: Findings emphasized the importance of usability in affecting employees’ acceptance of exergames, thereby implying that designers should balance hedonic and utilitarian considerations in game design. |
format | Online Article Text |
id | pubmed-6001273 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-60012732018-06-25 Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video Li, Jinhui Theng, Yin-Leng Cheong, Wei Lun Hoo, Yi Fei Ngo, My Dung Digit Health Original Research OBJECTIVE: This study aimed to explore the acceptance of exergames in a work environment and investigate influencing factors through examining a conceptual model. METHODS: After viewing a short video on playing exergames, sixty recruited working adults scored items associated with perceived usefulness, perceived ease of use, attitude toward use, and intention to use. Confirmatory factor analysis was carried out to test the measurement model, followed by structural equation modeling to estimate the path coefficients. RESULTS: The conceptual model was generally supported, with most of the path coefficients being statistically significant. Employees who perceived a higher level of ease of use toward exergames are more likely to have higher perceived usefulness and attitude toward use; higher perceived usefulness and attitude toward use further increases employees’ intention of use for the exergames. CONCLUSION: Findings emphasized the importance of usability in affecting employees’ acceptance of exergames, thereby implying that designers should balance hedonic and utilitarian considerations in game design. SAGE Publications 2016-06-17 /pmc/articles/PMC6001273/ /pubmed/29942559 http://dx.doi.org/10.1177/2055207616654578 Text en © The Author(s) 2016 http://creativecommons.org/licenses/by-nc/3.0/ This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 3.0 License (http://www.creativecommons.org/licenses/by-nc/3.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Original Research Li, Jinhui Theng, Yin-Leng Cheong, Wei Lun Hoo, Yi Fei Ngo, My Dung Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title | Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title_full | Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title_fullStr | Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title_full_unstemmed | Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title_short | Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video |
title_sort | exergames for the corporate wellness program in singapore: an investigation of employees’ acceptance via watching kinect video |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6001273/ https://www.ncbi.nlm.nih.gov/pubmed/29942559 http://dx.doi.org/10.1177/2055207616654578 |
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