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Research Articles

Factors Associated with Intention of Sustainable Use in Players of the Wii Fit or Smartphone-Based Fitness Applications

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Pages 999-1011 | Received 07 Jul 2021, Accepted 27 Oct 2022, Published online: 15 Nov 2022
 

Abstract

The Wii Fit (Nintendo, Kyoto, Japan) is the most commonly used exergame platform for balance training. We explored diverse factors associated intention of sustainable use of either the Wii Fit or smartphone-based fitness applications. Then, we analyzed differences in such factors between users of the Wii Fit and those of smartphone-based fitness applications. We selected followers of the Instagram, Facebook and Twitter of the Wii Fit or smartphone-based fitness applications as the subjects for the current questionnaire survey that was performed between September and November 2020. For the current study, we used four concepts: presence, enjoyment, flow and intention of sustainable use. Then, we proposed the following five hypotheses: “Presence might have a significant positive effect on flow,” “Presence might have a significant positive effect on enjoyment,” “Enjoyment might have a significant positive effect on flow,” “Enjoyment might have a significant positive effect on intention of sustainable use” and “Flow might have a significant positive effect on intention of sustainable use.” The current questionnaire study includes a total of 301 subjects, who comprise 188 men (62.5%) and 113 women (37.5%). Moreover, the subjects are composed of 167 (55.5%) users of the Wii Fit and 134 users (44.5%) of smartphone-based fitness applications. We found that all the five hypotheses were accepted for users of the Wii Fit. We also found, however, that the following three hypotheses were accepted for users of smartphone-based fitness applications: “Presence might have a significant positive effect on flow.,” “Presence might have a significant positive effect on enjoyment.” and “Enjoyment might have a significant positive effect on intention of sustainable use.” Based on our results, it can be concluded not only that flow has a significant effect in mediating between presence, or enjoyment, and intention of sustainable use in users of the Wii Fit. Our results also indicate, however, that enjoyment has a significant effect in mediating between presence and intention of sustainable use in users of smartphone-based fitness applications.

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Correction

Disclosure statement

No potential conflict of interest was reported by the author(s).

Correction Statement

This article was originally published with errors, which have now been corrected in the online version. Please see Correction (http://dx.doi.org/10.1080/10447318.2023.2170002)

Additional information

Funding

This work was supported by the Ministry of Education and the National Research Foundation of Korea [NRF-2018S1A5B6070270].

Notes on contributors

Jea Woog Lee

Jea Woog Lee has an academic interest in human-computer interaction and deep learning/topic modeling in the field of sports and data science. As multidisciplinary approaches to the integration of the state-of-the art technology with sports science, he is an investigator of diverse studies about virtual reality-based sports training.

Sung Je Park

Sung Je Park has areas of interest covering the application of artificial intelligence, virtual reality and deep/machine learning to sport science and medicine. Currently, he is a principal investigator of studies about customers’ responses to the integration of the information technology with sports science and the related social phenomena.

Doug Hyun Han

Doug Hyun Han is a board certified specialist in psychiatry, who has also been a principal investigator of researches about digital media in the context of Alzheimer’s disease, dementia, attention deficit hyperactivity disorder, brain/movement disorder and health-related quality of life of breast cancer survivors.

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