The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.
|Title of host publication||International Conference on Virtual Rehabilitation, ICVR 2011|
|Publication status||Published - 4 Aug 2011|
|Event||2011 International Conference on Virtual Rehabilitation - Zurich, Switzerland|
Duration: 27 Jun 2011 → 29 Jun 2011
|Conference||2011 International Conference on Virtual Rehabilitation|
|Abbreviated title||ICVR 2011|
|Period||27/06/11 → 29/06/11|