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

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

1 Citation (Scopus)
84 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

Exercise Therapy
Psychology
Population
Surveys and Questionnaires

Cite this

Robinson, Jonathan ; Van Schaik, Paul ; MacSween, Alasdair ; Dixon, John ; Martin, Denis. / User-acceptance and flow in two gaming platforms used for exercise. International Conference on Virtual Rehabilitation, ICVR 2011. editor / Daniel Thalmann. IEEE, 2011.
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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, 2011 International Conference on Virtual Rehabilitation, Zurich, Switzerland, 27/06/11. https://doi.org/10.1109/ICVR.2011.5971853

User-acceptance and flow in two gaming platforms used for exercise. / Robinson, Jonathan; Van Schaik, Paul; MacSween, Alasdair; Dixon, John; Martin, Denis.

International Conference on Virtual Rehabilitation, ICVR 2011. ed. / Daniel Thalmann. IEEE, 2011. 5971853.

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

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