Abstract
Exergames can be considered a useful technology and tool for regular exercise when faced with the COVID-19 outbreak and social distancing period. This study examined the influence of gamification features (immersion, achievement, and social interaction) on the exergames' engagement and well-being. PLS-SEM examines the constructs' effect on the exergames play intention. Results indicated that immersion, achievement, and social interaction-related features were positively associated with users' emotional, cognitive, and social engagement. Moreover, these engagements are likely to increase well-being further. The results implied that gamification could be positively associated with engagement and well-being and could be the reference for health-related and exercise industries.
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Chang, S. C., Chiu, Y. P., & Chen, C. C. (2023). Does gamification affect the engagement of exercise and well-being? International Journal of Electronic Commerce Studies, 14(1), 119–133. https://doi.org/10.7903/ijecs.2209
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