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...
Main Authors: | , , , , |
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Format: | Article |
Language: | English |
Published: |
SAGE Publishing
2016-06-01
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Series: | Digital Health |
Online Access: | https://doi.org/10.1177/2055207616654578 |