JOURNAL BROWSE
Search
Advanced SearchSearch Tips
The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 6,  2015, pp.17-28
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.6.17
 Title & Authors
The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game
Park, Jeong-Min; Noh, Ghee-Young;
  PDF(new window)
 Abstract
This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.
 Keywords
Fitness App Game;Interactivity;User Experience;Playtest;Enjoy Your Fitness;
 Language
Korean
 Cited by
 References
1.
Korea Internet & Security Agency, Ministry of Science, ICT and Future Planning, "2014 Mobile Internet Actuality of Utilization Research Report", Korea Internet & Security Agency, Ministry of Science, pp. 1-23, 2014.

2.
Jae-Hee Cho, "Factors of Determining Individuals' Attitudes and Behavioral Intention to Use Diet/Exercise Apps on Smartphones" 2014 Korean Society for Internet Information Fall Academic Publication Competition Collection of Dissertations, Vol. 15, No. 2, pp. 153-154, 2014.

3.
M. Kirwan, C. Vandelanotte, A. Fenning, M. Duncan, "Diabetes Self-Management Smartphone Application for Adults with Type 1 Diabetes: Randomized Controlled Trial", Journal of Medical Internet Research, Vol. 15, No. 11, p. 235, 2013. crossref(new window)

4.
Sang-Kyun Kim, "The Educates' Perception Change of Learning Motivation and Fairness on Feedback using App", Journal of Korea Game Society, Vol. 15, No. 3, pp. 79-86. 2015.

5.
Young Choi, Byoung-Cheol Kim, "Study of Interactivity in Internet Newspapers", Korean Journal of Journalism & Communication Studies, Vol. 44, No. 4, pp. 172-200, 2000.

6.
Massey, B. L., Levy, M. R., "Interactivity, online journalism, and English-language Web newspapers in Asia", Journalism & Mass Communication Quarterly, Vol. 76, No. 1, pp. 138-151. 2000.

7.
Sa-Yup Kim, Kyung-Ryul Chung, Sung-Bum Ju, Seong-Deok Yoon, Gi Duck Park, "Effects of Detraining after Muscular Progressive Resistance Training on Body Composition and Senior Fitness Test in the Elderly Women", The Korean Society of Growth & Development, Vol. 18, No. 1, pp. 85-91, 2010.

8.
Jung Hak Jung, Jum Hong Yang, "Aging : Effects of an Elastic Band Exercise with Trot Music or Command on Functional Fitness in Senior Women Using Senior Citizen Centers", The Korean Society of Growth & Development, Vol. 20, No. 3, pp. 193-198, 2012.

9.
Yong-Kyu Kim, "Analysis of Casual Structure Among Sports Coach's Coaching Knowledge, Leadership and Sports Behavior", International Journal of Human Movement Science, Vol. 51, No. 1, pp. 143-152, 2012.

10.
Seung-Yup Shin, "The Relationship among Leisure Flow, Exercise Addiction and Psychological Happiness of Golf Range User's", Korean Society of Leisure, Recreation & Park, Vol. 34, No. 1, pp. 19-31, 2010.

11.
Csikszentmihalyi, M., "The flow experience and its significance for human psychology". 1988.

12.
Seong-Ik Park, Yeon-Kyoung Kim, "An Inquiry on the Relationships among Learning -Flow Factors, Flow Level, Achievement under On-line Learning Environment", The Journal of Yeolin Education, Vol. 14, No. 1, pp. 93-115, 2006.

13.
Da-Hye Kim, Myung-Hwa Oh, Hyun-Ae Chung, Jeong-Ja Kim, "The Relationships Among ADL, Self-Esteem, and Motivation for Rehabilitation of Stroke Patients", Korean Society Of Occupational Therapy, Vol. 21, No. 4, pp. 59-70, 2013. crossref(new window)

14.
Wu, Guohua, "Perceived Interactivity and Attitude Toward Website", Working Paper, 1999.

15.
Davis, F. D., Bagozzi, R. P., Warshaw, P. R., "User acceptance of computer technology: a comparison of two theoretical models", Management science, Vol. 35, No. 1, pp. 982-1003, 1989. crossref(new window)

16.
Bo-Reum Choi, Dong-Seong Choi, In-Seong Lee, Jin-Woo Kim, "An Experimental Study on the Effects of Task and Reward Interdependencies on the Fun of MMORPG", HCI Korea Academic Publication Competition Collection of Dissertations, pp. 2076-2083, 2006.

17.
Tae-Jun Park, Myung-Hwan Yang, "An Analysis of Relationships Between Participation Motivation, Participation Satisfaction and Re-Participation Intention of Recreational Marathon Runners", The Korean Society for the Study of Physical Education, Vol. 9, No. 2, pp. 171-186, 2004.

18.
Myung-Hwan Yang, Duck-Jin Kim, "Mediating Role of Basic Need Satisfaction in Relationships between Coaching Behavior and Exercise Motivation of Athletes", Korean Journal of Sport Psychology, Vol. 21, No. 3, pp. 217-231, 2010.

19.
Venkatesh, V., Davis, F. D., "A theoretical extension of the technology acceptance model: Four longitudinal field studies", Management science, Vol. 46, No. 2, pp. 186-204, 2000. crossref(new window)

20.
Kamba, T., Elson, S., and Harpold, T., "Using Small Screen Space More Efficiently", in Proceedings of the 1996 ACM Conference on Human Factors in Computing Systems (CHI 1996), pp. 383-390, 1996.

21.
Kyu-Seek Sohn, "An Empirical Study of Factors Influencing Intention to Use Smartphone Applications", Journal of the Korea Academia-Industrial Cooperation Society, Vol. 13, No. 2, pp. 628-635, 2012. crossref(new window)

22.
Seong-Bae Kong, Jong-Kil Kim, Son-Won Bae, "The relationship among self-determination of leisure choice, perceived freedom, and continuance intention of leisure", Korean Journal of Sports Science, Vol. 22, No. 2, pp. 77-86, 2013.

23.
Susna A. Jackson & Herbert W. Marsh, "Development and Validation of a Scale to Measure Optimal Experience: The flow state scale", Journal of sport and exercise psychology, Vol. 18, pp. 17-35, 1996.

24.
Ho-Keun Yeo, "The Effect of MICE Participants' Fun Factors on Participant Satisfaction and Emotional Responses", Journal of Tourism and Leisure Research, Vol. 24, No. 2, pp. 137-155, 2012.

25.
Noh, G. Y, "A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Game",. Journal of Korea Game Society, Vol. 12, No. 2, pp. 15-29, 2012.