An investigation of user acceptance and flow experience using video-capture gaming technology for exercise

Gillian Barry, Paul Van Schaik, Alasdair MacSween, John Dixon, Denis Martin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)
151 Downloads (Pure)

Abstract

The aims of this study were to investigate the user acceptance of exercise using the IREX Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX to be an acceptable alternative to gym-based exercise.

Original languageEnglish
Title of host publication International Conference on Virtual Rehabilitation, ICVR 2011
EditorsDaniel Thalmann
PublisherIEEE
ISBN (Print)9781612844749
DOIs
Publication statusPublished - 2011
Event2011 International Conference on Virtual Rehabilitation - Zurich, Switzerland
Duration: 27 Jun 201129 Jun 2011

Conference

Conference2011 International Conference on Virtual Rehabilitation
Abbreviated titleICVR 2011
CountrySwitzerland
CityZurich
Period27/06/1129/06/11

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    Barry, G., Van Schaik, P., MacSween, A., Dixon, J., & Martin, D. (2011). An investigation of user acceptance and flow experience using video-capture gaming technology for exercise. In D. Thalmann (Ed.), International Conference on Virtual Rehabilitation, ICVR 2011 [5971810] IEEE. https://doi.org/10.1109/ICVR.2011.5971810