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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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
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spelling doaj-4d0699716bfe4af6809856bf765ed9e02020-11-25T03:17:12ZengSAGE PublishingDigital Health2055-20762016-06-01210.1177/2055207616654578Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect videoJinhui LiYin-Leng ThengWei Lun CheongYi Fei HooMy Dung NgoObjective 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.https://doi.org/10.1177/2055207616654578
collection DOAJ
language English
format Article
sources DOAJ
author Jinhui Li
Yin-Leng Theng
Wei Lun Cheong
Yi Fei Hoo
My Dung Ngo
spellingShingle Jinhui Li
Yin-Leng Theng
Wei Lun Cheong
Yi Fei Hoo
My Dung Ngo
Exergames for the corporate wellness program in Singapore: An investigation of employees’ acceptance via watching Kinect video
Digital Health
author_facet Jinhui Li
Yin-Leng Theng
Wei Lun Cheong
Yi Fei Hoo
My Dung Ngo
author_sort Jinhui Li
title 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_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_sort exergames for the corporate wellness program in singapore: an investigation of employees’ acceptance via watching kinect video
publisher SAGE Publishing
series Digital Health
issn 2055-2076
publishDate 2016-06-01
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.
url https://doi.org/10.1177/2055207616654578
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