School of Design, Kyushu University, Fukuoka 8158540, Japan.
School of Design, The Hong Kong Polytechnic University, Hong Kong 999077, China.
Int J Environ Res Public Health. 2020 Nov 26;17(23):8794. doi: 10.3390/ijerph17238794.
As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. Whether Chinese customers have the intention of using motion-sensing games to improve their health status in the home environment will directly determine the commercial potential of the relevant industry in the Chinese market. In order to understand the motives of users and explore the market possibility and prospects of the game industry, this study adopts empirical research and structural equation modeling to construct a motivation model of Chinese consumers toward motion-sensing gameplay behavior in the household environment. We distributed 515 questionnaires to conduct a survey; 427 valid responses have been received, and 203 data, which meet the inclusion criteria of the required game experience, have been analyzed by SPSS25.0 and AMOS25.0. A structural equation model for the gameplay motivation has been constructed. The result shows that the three functional motivators, exercise (Path efficient = 0.40, < 0.01), entertainment (Path efficient = 0.27, < 0.01), and social interaction (Path efficient = 0.36, < 0.01) of home motion-sensing games have a significantly positive impact on the user's intention to play. Furthermore, the diversity and the time-and-place flexibility variables exert an important positive influence on the users' gameplay behavior through their effects on the three main functional motive variables. To sum up, (1) exercise, (2) entertainment, and (3) social interaction are the main functional motivations of the Chinese consumers' gameplay behaviors; (4) diversity and (5) time-and-place flexibility are the two main attribute motivators. The acceptance of Chinese users for home motion-sensing games remains positive and high. The motion-sensing game industry has broad market prospects in China through its potential in promoting consumer's wellness and health in the home environment.
作为视频游戏的一个重要分支和新兴运动感应技术的融合,家庭运动感应游戏不仅可以带来娱乐性,还可以促进锻炼和社交互动等功利效益,以提高人们的身心健康。作为世界上人口最多的国家之一,中国拥有世界上最多的家庭,但由于国际企业经历了长达 13 年的游戏行业寒冬,家庭游戏的渗透率相当低。中国消费者是否有意在家庭环境中使用运动感应游戏来改善他们的健康状况,将直接决定相关行业在中国市场的商业潜力。为了了解用户的动机,探索游戏行业的市场可能性和前景,本研究采用实证研究和结构方程建模,构建了中国消费者在家庭环境中进行运动感应游戏行为的动机模型。我们共发放了 515 份问卷进行调查,收到了 427 份有效回复,其中 203 份数据符合所需游戏体验的纳入标准,使用 SPSS25.0 和 AMOS25.0 进行分析。构建了一个游戏动机的结构方程模型。结果表明,家庭运动感应游戏的三种功能动机(锻炼:Path efficient = 0.40, < 0.01;娱乐:Path efficient = 0.27, < 0.01;社交互动:Path efficient = 0.36, < 0.01)对用户的游戏意愿有显著的正向影响。此外,多样性和随时随地的灵活性变量通过对三个主要功能动机变量的影响,对用户的游戏行为产生重要的正向影响。总之,(1)锻炼、(2)娱乐和(3)社交互动是中国消费者游戏行为的主要功能动机;(4)多样性和(5)随时随地的灵活性是两个主要的属性动机。中国用户对家庭运动感应游戏的接受度仍然很高,该游戏行业通过在家庭环境中促进消费者健康的潜力,在中国有着广阔的市场前景。