A Study of persistent use of Physical Interactive Fitness Serious Game by fun factors

The global game market is growing rapidly.Domestic functional game research is focused on specific topics or commercialization, and in particular, research physical interactive fitness serious games for the general public is lacking.The main direction of physical interactive fitness games in the COVID-19 pandemic has created a trend of home fitness.On the other hand, it was found that the continuous use of general games decreased.This study conducted an empirical study to confirm what is the fun factor that constitutes the physical interactive fitness serious game and the greatest effect on continuous use in relation to any fun factor.First of all, the fun factor was derived through prior research and FGI, and the fun factor was finally derived through Delphi analysis.The effect of the correlation was confirmed through two pairing analysis for each factor.An experimental study was conducted for 8 weeks on 360 adults over the age of 17 in the metropolitan area with a physical interactive fitness serious game.As a result, physical activity (strong) and compensation (strong) effects were significant in continuous use.We intend to contribute to the expansion of development by presenting effective fun elements.

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Publication Details

Journal
Journal of Next-generation Convergence Information Services Technology
Published
2024-12-31
DOI
https://doi.org/10.29056/jncist.2024.12.06
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
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article

A Study of persistent use of Physical Interactive Fitness Serious Game by fun factors

Seung Hyun Kim
Journal of Next-generation Convergence Information Services Technology
Education and Learning Interventions
article

A Study of persistent use of Physical Interactive Fitness Serious Game by fun factors

Seung Hyun Kim
article en

Abstract

The global game market is growing rapidly.Domestic functional game research is focused on specific topics or commercialization, and in particular, research physical interactive fitness serious games for the general public is lacking.The main direction of physical interactive fitness games in the COVID-19 pandemic has created a trend of home fitness.On the other hand, it was found that the continuous use of general games decreased.This study conducted an empirical study to confirm what is the fun factor that constitutes the physical interactive fitness serious game and the greatest effect on continuous use in relation to any fun factor.First of all, the fun factor was derived through prior research and FGI, and the fun factor was finally derived through Delphi analysis.The effect of the correlation was confirmed through two pairing analysis for each factor.An experimental study was conducted for 8 weeks on 360 adults over the age of 17 in the metropolitan area with a physical interactive fitness serious game.As a result, physical activity (strong) and compensation (strong) effects were significant in continuous use.We intend to contribute to the expansion of development by presenting effective fun elements.

Journal of Next-generation Convergence Information Services TechnologyVol. 13(6)
Chungkang College of Cultural Industries (KR)
Openalex Percentile: Top 61%
Education and Learning Interventions
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