英文摘要 |
Exergames combine exertions with video games, which have become a popular alternative to long-term exercise programs in recent years. Game developers usually apply entertainment to build their exergames, which is considered the continuity. However, whether the entertainment aspect of exergames is the primary consideration for long-term exercise programs for young crowds is still an unclear issue. Accordingly, this study recruited 60 young participants to join a two-factor experiment consisting of game genre and exercise intensity, and observed the exercise habits of the participants, which were considered the confounded variable. Exercise performance and continuity were regarded as the main dependent variables. The former consisted of subjective exercise load and objective expressed steps, heart rate, and calories; the latter consisted of subjective willingness to play again or to continue and a sense of affirmation. The physical activity enjoyment generally focuses on the sports themselves and is different from the gaming experience used to interpret entertainment. This study attempts to understand: (1) the effects of game genre, exercise intensity or exercise habits on exercise performance or continuity, (2) the explanatory power of subjective feelings or physiological information on exercise performance, and (3) the explanatory power of the physical activity enjoyment or gaming experience on continuity. The results showed that: (1) game genre, exercise intensity, and exercise habits have significant impacts on exercise performance or continuity; (2) the number of limbs driven by the somatosensory controllers may affect the exercise performance; (3) the subjective exercise load is more convincing than the objective heart rate and calories; (4) virtual professional coaches for exercise significantly affect the continuity; (5) the physical activity enjoyment explains the continuity better than gaming experience. |