ASSESSING THE VIABILITY OF MEDIATED EXERCISE COMPANIONS IN MOTIVATING FUTURE EXERCISE INTENTIONS: AN EXPERIMENTAL INVESTIGATION OF TRADITIONAL AND ADVANCED
FORMS OF EXERCISE MEDIA
Open Access
Author:
Limperos, Anthony Michael
Graduate Program:
Mass Communications
Degree:
Doctor of Philosophy
Document Type:
Dissertation
Date of Defense:
May 06, 2011
Committee Members:
Mary Beth Oliver, Dissertation Advisor/Co-Advisor Mary Beth Oliver, Committee Chair/Co-Chair S. Shyam Sundar, Committee Chair/Co-Chair Michael Grant Schmierbach, Committee Member Edgar Paul Yoder, Committee Member
Keywords:
media new communication technology exercise motivation enjoyment
Abstract:
Research has generally shown that video games can be effective at teaching and persuading individuals engage in certain behaviors and outcomes (e.g., Baranowski, Buday, Thompson, & Baranowski, 2008; Lee, Peng, & Park, 2009). Since 2006, Nintendo Wii has dominated the console video game market, primarily because of its motion-sensing technology. Additionally, the release of Wii has fueled one of the fastest growing trends in the game industry known as exercise gaming (exergaming). The potential for exergames to encourage and promote healthy behavior is promising, but there is little empirical support for such claims. In order to better understand user experiences with exercise video games, this research examined the effects of mediated exercise formats (exercise video game v. exercise video) on a number of different cognitive and affective mechanisms, and users’ future behavioral intentions toward exercise or future use of a particular mediated exercise format. Results indicated that playing an exergame was significantly related to feelings of increased performance feedback, and that performance feedback was significantly related to both feelings of presence and competence. Both presence and competence predicted enjoyment, and enjoyment was related to behavioral intentions for future use of an exergame. Furthermore, exploratory analyses revealed that intentions to use an exergame were related to intentions for future exercise. This study provides an understanding of how specific technologies of exergames contribute to their effectiveness. Theoretical and practical implications of this study are discussed, as well as opportunities for future research in this area.