TY - JOUR
T1 - Body in the interactive game
T2 - How interface embodiment affects physical activity and health behavior change
AU - Kim, Sung Yeun
AU - Prestopnik, Nathan
AU - Biocca, Frank A.
N1 - Funding Information:
This work was supported in part by Grant No. R31-10062 from the World Class University (WCU) project of the Korean Ministry of Education, Science & Technology (MEST) and the Korean National Research Foundation (NRF) through Sungkyunkwan University. The authors sincerely thank MEST and NRF for providing valuable resources to this research project. The work was also supported in part by the Syracuse University Newhouse Endowment awarded to F.A. Biocca. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the Newhouse Endowment.
PY - 2014/7
Y1 - 2014/7
N2 - Does the delivery platform for a health behavior game contribute to its effectiveness? With the growing popularity of interactive video games that combine physical exercise with gameplay, known as "exergames," there has been a burgeoning interest in their impact on users' exercise attitudes and behavioral outcomes. This study examines how the level of user interface embodiment, the degree to which the user's body interacts with the game, affects the user's experience, game behavior, and intention for behavior change. We conducted a between-participants experiment in which participants (N = 119) played an exergame under one of the three levels of user interface embodiment (low, medium, and high). Our results revealed a significant positive main effect of user interface embodiment on user experience (i.e., the sense of being in the game, "presence," and enjoyment); level of energy expenditure (change in heart rate); and intention to further engage in exergame-play exercise but not necessarily to increase exercise in the physical world. A further analysis revealed the mediating roles of user experience in the association between user interface embodiment and intention to repeat exergaming and a potential link between heart rate change and level of presence in the game. We conclude that type of interface is a key variable in this health communication environment, affecting user experience, behavior, and some intention for behavior change.
AB - Does the delivery platform for a health behavior game contribute to its effectiveness? With the growing popularity of interactive video games that combine physical exercise with gameplay, known as "exergames," there has been a burgeoning interest in their impact on users' exercise attitudes and behavioral outcomes. This study examines how the level of user interface embodiment, the degree to which the user's body interacts with the game, affects the user's experience, game behavior, and intention for behavior change. We conducted a between-participants experiment in which participants (N = 119) played an exergame under one of the three levels of user interface embodiment (low, medium, and high). Our results revealed a significant positive main effect of user interface embodiment on user experience (i.e., the sense of being in the game, "presence," and enjoyment); level of energy expenditure (change in heart rate); and intention to further engage in exergame-play exercise but not necessarily to increase exercise in the physical world. A further analysis revealed the mediating roles of user experience in the association between user interface embodiment and intention to repeat exergaming and a potential link between heart rate change and level of presence in the game. We conclude that type of interface is a key variable in this health communication environment, affecting user experience, behavior, and some intention for behavior change.
KW - Enjoyment
KW - Exergame
KW - Health behavior change
KW - Physical activity
KW - Presence
KW - User interface embodiment
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U2 - 10.1016/j.chb.2014.03.067
DO - 10.1016/j.chb.2014.03.067
M3 - Article
AN - SCOPUS:84899620361
SN - 0747-5632
VL - 36
SP - 376
EP - 384
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -