User-acceptance and flow in two gaming platforms used for exercise

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

1 Citation (Scopus)
121 Downloads (Pure)

Abstract

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.

Original languageEnglish
Title of host publicationInternational Conference on Virtual Rehabilitation, ICVR 2011
EditorsDaniel Thalmann
PublisherIEEE
ISBN (Print)9781612844749
DOIs
Publication statusPublished - 4 Aug 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

Fingerprint Dive into the research topics of 'User-acceptance and flow in two gaming platforms used for exercise'. Together they form a unique fingerprint.

  • Cite this

    Robinson, J., Van Schaik, P., MacSween, A., Dixon, J., & Martin, D. (2011). User-acceptance and flow in two gaming platforms used for exercise. In D. Thalmann (Ed.), International Conference on Virtual Rehabilitation, ICVR 2011 [5971853] IEEE. https://doi.org/10.1109/ICVR.2011.5971853