Limperos Anthony M, Schmierbach Mike
1 Department of Communication, University of Kentucky , Lexington, Kentucky.
2 Department of Media Studies, Pennsylvania State University, University Park , Pennsylvania.
Games Health J. 2016 Apr;5(2):100-7. doi: 10.1089/g4h.2015.0042. Epub 2016 Feb 12.
Although it is generally understood that exergames can be beneficial, more research is needed to understand how in-game experiences influence enjoyment and the likelihood for continued use of these types of games. Therefore, the objective of this research is to understand how player performance in an exergame affects psychological responses (autonomy, competence, and presence), enjoyment of the experience, and likelihood for future play.
Sixty-two college students (mean age, 20.32 years) participated in an experiment where they played a challenge event on the "Biggest Loser" exergame for the Nintendo (Kyoto, Japan) Wii™ console. Participants were given up to two chances to see if they could "win" the challenge event. A lab assistant recorded player performance for each session in minutes and seconds (range, 30 seconds-10 minutes). The attempt in which the participant achieved the greatest amount of time playing was used as a measure of player performance. After playing, subjects filled out a questionnaire with items pertaining to enjoyment, competence, autonomy, presence, and future intentions for continued use of the exergame.
The results suggest that player achievement (longer time spent playing) directly and indirectly predicts feelings of autonomy, competence, presence, enjoyment, and future intentions to play. Individuals who performed better felt more autonomous and experienced greater presence, leading to greater enjoyment. Enjoyment and presence were found to mediate the relationship between player performance and future intentions to play an exergame.
This study suggests that performance in exergames is related to psychological experiences that fuel enjoyment and the likelihood for future exergame use. The theoretical and practical significances of these findings are discussed, as well as future research involving exergames.
尽管人们普遍认为运动游戏有益,但仍需要更多研究来了解游戏内体验如何影响乐趣以及继续使用这类游戏的可能性。因此,本研究的目的是了解玩家在运动游戏中的表现如何影响心理反应(自主性、能力感和沉浸感)、游戏体验的乐趣以及未来玩游戏的可能性。
62名大学生(平均年龄20.32岁)参与了一项实验,他们在任天堂(日本京都)Wii™游戏机的“减肥达人”运动游戏中进行了一项挑战活动。参与者有两次机会,看他们是否能“赢得”挑战活动。实验室助手记录每次游戏的玩家表现,以分和秒为单位(范围为30秒至10分钟)。将参与者玩游戏时间最长的那次尝试作为玩家表现的衡量标准。游戏结束后,受试者填写了一份问卷,其中包含与乐趣、能力感、自主性、沉浸感以及继续使用该运动游戏的未来意向相关的项目。
结果表明,玩家的成就(玩游戏时间更长)直接或间接地预测了自主性、能力感、沉浸感、乐趣以及未来玩游戏的意向。表现更好的个体感觉更自主,体验到更强的沉浸感,从而带来更多乐趣。研究发现,乐趣和沉浸感在玩家表现与未来玩运动游戏的意向之间起中介作用。
本研究表明,运动游戏中的表现与促进乐趣以及未来使用运动游戏可能性的心理体验有关。讨论了这些发现的理论和实际意义,以及涉及运动游戏的未来研究。