DocumentCode :
2569297
Title :
User-acceptance and flow in two gaming platforms used for exercise
Author :
Robinson, Jonathan ; Van Schaik, Paul ; MacSween, Alasdair ; Dixon, John ; Martin, Denis
Author_Institution :
Centre for Rehabilitation Sciences, School of Health and Social Care, Teesside University, Middlesbrough, England
fYear :
2011
fDate :
27-29 June 2011
Firstpage :
1
Lastpage :
2
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.
Keywords :
Analysis of variance; Bismuth; Educational institutions; Fluid flow measurement; Predictive models; Regression analysis; Exercise; IREX; Nintendo Wii; Virtual Reality;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Virtual Rehabilitation (ICVR), 2011 International Conference on
Conference_Location :
Zurich, Switzerland
Print_ISBN :
978-1-61284-475-6
Electronic_ISBN :
978-1-61284-473-2
Type :
conf
DOI :
10.1109/ICVR.2011.5971853
Filename :
5971853
Link To Document :
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