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User-acceptance and flow in two gaming platforms used for exercise

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5 Author(s)
Robinson, Jonathan ; Centre for Rehabilitation Sciences, School of Health and Social Care, Teesside University, Middlesbrough, England ; Van Schaik, Paul ; MacSween, Alasdair ; Dixon, John
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The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.

Published in:

Virtual Rehabilitation (ICVR), 2011 International Conference on

Date of Conference:

27-29 June 2011