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 usefulness...

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Bibliographic Details
Main Authors: Jinhui Li, Yin-Leng Theng, Wei Lun Cheong, Yi Fei Hoo, My Dung Ngo
Format: Article
Language:English
Published: SAGE Publishing 2016-06-01
Series:Digital Health
Online Access:https://doi.org/10.1177/2055207616654578
Description
Summary: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.
ISSN:2055-2076