4.3 Article

Exergaming, Exercise, and Gaming: Sharing Motivations

Journal

GAMES FOR HEALTH JOURNAL
Volume 1, Issue 3, Pages 205-210

Publisher

MARY ANN LIEBERT, INC
DOI: 10.1089/g4h.2011.0025

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Funding

  1. Mexican Council of Science and Technology
  2. University of the State of Mexico

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Health professionals view exergame technologies as an alternative tool in therapeutic treatments and the promotion of physical activity. There is a growing body of work addressing the health benefits of exergaming; however, there is limited knowledge concerning user experience in this new context. If we aim to encourage participation in exergaming, we must first understand why gamers currently play exergames. Exergaming refers to the computer games that require players to perform some level of physical exertion to play. For this reason, the present study compares the motivations that encourage participation in three contexts (exercise, computer games, and exergaming) to identify key elements that support such participation. Survey instruments were administered in each context, and motivational components were addressed within self-determination theory. Findings suggest perceptions of enjoyment and feeling better after a session and participation within a social context are key factors that encourage participation in the three contexts. Participation in exergaming is also encouraged by perceptions of performing mild exercise while playing videogames. Exergamers might not experience an optimal challenge while playing, and this may lower their motivation. Participation in exercise is also encouraged by perceptions of being healthier and, in some instances, driven to avoid feelings of guilt. Gamers also play computer games encouraged by perceptions being in a better mood after session, although some gamers might also participate aiming to gain social acceptance.

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