Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study
Abstract
:1. Introduction
2. Literature Review
2.1. The Development Status of Motion-Sensing Games
2.2. The Application of Motion-Sensing Game in Health
- Motion control ability. The motion control ability mainly refers to the function of the motor system and the nervous system of individuals. The related body parts and organs include eyes, hands, feet, spine, waist, breech, etc. Motion-sensing games can benefit the users in perceived motor competence and motor skill competence [32], hand and foot coordination [33], reaction time [34], balance training [35,36], fall prevention [37], chronic stroke [38,39], muscle function [40], Parkinson’s disease [9] etc.
- Cognitive ability. The cognitive ability is mainly reflected by the individual’s perception [41], attention [42], understanding [43], logical thinking [41], etc. Motion-sensing games could be utilized to not only enhance cognitive functioning (e.g., cognitive flexibility, working memory) [44], but also deal with a wide range of cognitive diseases including the chronic spinal cord [45], traumatic brain injury [45], chronic poststroke hemiparesis [46], cerebral palsy [47,48], mental retardation [49], autism [50,51], attention-deficit and hyperactivity disorder [52], mild cognitive impairment [53], and Alzheimer’s disease [54], etc.
- Emotion and willpower. Even though physical health is of great importance and always gains commercial priority in the health industry, psychological health also plays a critical role in maintaining human body health, which should not be ignored. Some studies reveal that people’s psychological health level could directly influence physical health status [55]. Thus, keeping positive emotions, getting the negative emotions under control, and relieving the pressure in a timely manner, etc., are important for maintaining a healthy lifestyle [56]. Motion-sensing games, with the video game essence, have the inherent entertainment and amusement nature to help people gain positive emotion.
- Social ability. Humans are a kind of social animal [57]. Social ability mainly contains personal empathy, communication, and interaction skills with others. It is a significant capability for an individual to build connectivity with the external world. Motion-sensing games could benefit people by strengthening relationships and building connections with strangers, friends, and family members through its online and offline game environment, especially in the home scenario, its low play barrier, multi-player mode, and strong interactivity could bring children, parents, even grandparents together to promote the intergenerational interaction [58,59].
2.3. Research on Game Motivation Model
3. Hypotheses Development and Research Framework
3.1. Exercise
3.2. Entertainment
3.3. Social Interaction
3.4. Time-And-Space Flexibility
3.5. Diversity
4. Methodology
4.1. Measurement Development
4.2. Survey Procedure and Data Collection
4.3. Data Analysis Plans
4.4. Demographic Information
5. Results and Findings
5.1. Descriptive Analysis, Reliability, and Validity
5.2. Model Fit
5.3. Hypothesis Testing and Path Analysis
6. Discussion and Implications
7. Limitations and Future Studies
8. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
Appendix A.1. Demographics
Appendix A.2. Measurement
Appendix A.2.1. Diversity (DIV)
- DIV1: Motion-sensing games have rich game types and play modes.
- DIV2: Motion-sensing games have rich game contents.
- DIV3: Motion-sensing games can bring me rich gaming experiences.
Appendix A.2.2. Time-And-Place Flexibility (TPF)
- TPF1: I can play home motion-sensing games without the time limit.
- TPF2: I can play home motion-sensing games without the place limit.
- TPF3: I can begin and stop playing motion-sensing games at home anytime.
Appendix A.2.3. Entertainment (ENT)
- ENT1: I play motion-sensing games because it’s funny.
- ENT2: I play motion-sensing games because it’s cool.
- ENT3: I play motion-sensing games because it’s exciting.
Appendix A.2.4. Exercise (EXE)
- EXE1: I play a motion-sensing game because it can help me to lose weight and sculpt my figure.
- EXE2: I play a motion-sensing game because it can help me to improve my physical health.
- EXE3: I play a motion-sensing game because it can exercise different parts of my body via different control methods.
Appendix A.2.5. Social Interaction (SI)
- SI1: When playing motion-sensing games with family members, it can help to promote the communication and enhance the emotional bonds.
- SI2: When playing motion-sensing games with friends, it can help to strengthen our relationship.
- SI3: When playing motion-sensing games, I can know new friends.
Appendix A.2.6. Intention to Play (IPL)
- IPL1: I am willing to play motion-sensing games.
- IPL2: I will try to play motion-sensing games.
- IPL3: I will play motion-sensing games.
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Construct | Measure Item | Reference |
---|---|---|
Diversity (DIV) | DIV1: Motion-sensing games have rich game types and play modes. | [66,81,82,83] |
DIV2: Motion-sensing games have rich game contents. | ||
DIV3: Motion-sensing games can bring me rich gaming experiences. | ||
Time-and-place flexibility (TPF) | TPF1: I can play home motion-sensing games without the time limit. | [83,84] |
TPF2: I can play home motion-sensing games without the place limit. | ||
TPF3: I can begin and stop playing motion-sensing games at home anytime. | ||
Entertainment (ENT) | ENT1: I play motion-sensing games because it’s funny. | [66,82,83,84,85] |
ENT2: I play motion-sensing games because it’s cool. | ||
ENT3: I play motion-sensing games because it’s exciting. | ||
Exercise (EXE) | EXE1: I play a motion-sensing game because it can help me to lose weight and sculpt my figure. | [66,81,86] |
EXE2: I play a motion-sensing game because it can help me to improve my physical health. | ||
EXE3: I play a motion-sensing game because it can exercise different parts of my body via different control methods. | ||
Social interaction (SI) | SI1: When playing motion-sensing games with family members, it can help to promote the communication and enhance the emotional bonds. | [63,82,83] |
SI2: When playing motion-sensing games with friends, it can help to strengthen our relationship. | ||
SI3: When playing motion-sensing games, I can know new friends. | ||
Intention to play (IPL) | IPL1: I am willing to play motion-sensing games. | [66,82,83,84] |
IPL2: I will try to play motion-sensing games. | ||
IPL3: I will play motion-sensing games. |
Attributes | Value | Frequency | Attributes | Value | Frequency |
---|---|---|---|---|---|
Gender | Male | 85 | Acceptance in Home Motion-Sensing Game | Low | 6 |
Female | 118 | Relatively low | 14 | ||
Age | 15–20 | 16 | Medium | 60 | |
21–30 | 122 | Relatively high | 99 | ||
31–40 | 47 | High | 24 | ||
41– | 18 | Future for Home Motion-Sensing Game | Pessimistic | 4 | |
Education | Some colleges | 71 | Relatively pessimistic | 5 | |
Undergraduate | 113 | Neutral | 19 | ||
Postgraduate | 19 | Relatively optimistic | 104 | ||
Optimistic | 71 |
Construct | Cronbach’s Alpha | Variable | Mean | Standard Deviation | Standardized Factor Loading | C.R. (t-Value) | SMC | AVE | Composite Reliability |
---|---|---|---|---|---|---|---|---|---|
Diversity (DIV) | 0.824 | DIV1 DIV2 DIV3 | 4.01 4.06 4.02 | 0.783 0.653 0.805 | 0.763 0.807 0.786 | - 11.332 11.040 | 0.583 0.651 0.618 | 0.617 | 0.829 |
Time-and-place flexibility (TPF) | 0.843 | TPF1 TPF2 TPF3 | 4.18 4.08 3.98 | 0.638 0.786 0.660 | 0.784 0.800 0.842 | - 11.753 12.396 | 0.614 0.640 0.719 | 0.655 | 0.850 |
Entertainment (ENT) | 0.868 | ENT1 ENT2 ENT3 | 4.07 4.01 3.97 | 0.805 0.802 0.783 | 0.774 0.925 0.805 | - 13.510 12.063 | 0.598 0.855 0.649 | 0.701 | 0.875 |
Exercise (EXE) | 0.823 | EXE1 EXT2 EXT3 | 3.94 3.95 3.79 | 0.839 0.791 0.865 | 0.750 0.806 0.790 | - 10.592 12.201 | 0.543 0.649 0.624 | 0.612 | 0.825 |
Social interaction (SI) | 0.905 | SI1 SI2 SI3 | 3.88 3.94 3.86 | 0.781 0.912 0.928 | 0.858 0.821 0.949 | - 10.659 10.498 | 0.736 0.674 0.901 | 0.770 | 0.909 |
Intention to play (IPL) | 0.848 | IPL1 IPL2 IPL3 | 4.09 3.81 3.63 | 0.863 0.767 0.818 | 0.793 0.829 0.805 | - 12.450 12.055 | 0.628 0.647 0.629 | 0.655 | 0.850 |
CR | AVE | MSV | ASV | IPL | DIV | TPF | SI | EXE | ENT | |
---|---|---|---|---|---|---|---|---|---|---|
IPL | 0.850 | 0.655 | 0.581 | 0.510 | 0.809 | |||||
DIV | 0.829 | 0.617 | 0.610 | 0.513 | 0.762 *** | 0.786 | ||||
TPF | 0.850 | 0.655 | 0.610 | 0.488 | 0.749 *** | 0.781 *** | 0.809 | |||
SI | 0.909 | 0.770 | 0.472 | 0.374 | 0.687 *** | 0.667 *** | 0.647 *** | 0.878 | ||
EXE | 0.825 | 0.612 | 0.507 | 0.410 | 0.712 *** | 0.700 *** | 0.646 *** | 0.534 *** | 0.782 | |
ENT | 0.875 | 0.701 | 0.440 | 0.380 | 0.655 *** | 0.663 *** | 0.658 *** | 0.497 *** | 0.591 *** | 0.837 |
Category | Measure | Acceptable Values | Value |
---|---|---|---|
Absolute fit indices | Chi-square | 195.561 | |
d.f. | 125 | ||
Chi-square/d.f. | 1–5 | 1.564 | |
GFI | 0.90 or above | 0.906 | |
SRMR | 0.08 or below | 0.027 | |
RMSEA | 0.05–0.08 | 0.053 | |
Incremental fit indices | NFI | 0.90 or above | 0.922 |
IFI | 0.90 or above | 0.970 | |
TLI | 0.90 or above | 0.963 | |
CFI | 0.90 or above | 0.970 |
Path Direction | Standardized Coefficient | Standard Error | C.R. (t-Value) | Result | |
---|---|---|---|---|---|
H1 | EXE → IPL | 0.393 *** | 0.089 | 4.819 | Accepted |
H2 | ENT → IPL | 0.267 *** | 0.078 | 3.708 | Accepted |
H3 | SI → IPL | 0.355 *** | 0.072 | 4.974 | Accepted |
H4 | TPF → EXE | 0.265 ** | 0.147 | 2.040 | Accepted |
H5 | TPF → ENT | 0.352 *** | 0.141 | 2.822 | Accepted |
H6 | TPF → SI | 0.326 *** | 0.148 | 2.672 | Accepted |
H7 | DIV → EXE | 0.519 *** | 0.137 | 3.805 | Accepted |
H8 | DIV → ENT | 0.403 *** | 0.127 | 3.183 | Accepted |
H9 | DIV → SI | 0.419 *** | 0.133 | 3.371 | Accepted |
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Liu, Y.; Song, Y.; Tamura, R. Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study. Int. J. Environ. Res. Public Health 2020, 17, 8794. https://doi.org/10.3390/ijerph17238794
Liu Y, Song Y, Tamura R. Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study. International Journal of Environmental Research and Public Health. 2020; 17(23):8794. https://doi.org/10.3390/ijerph17238794
Chicago/Turabian StyleLiu, Yuqi, Yao Song, and Ryoichi Tamura. 2020. "Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study" International Journal of Environmental Research and Public Health 17, no. 23: 8794. https://doi.org/10.3390/ijerph17238794
APA StyleLiu, Y., Song, Y., & Tamura, R. (2020). Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study. International Journal of Environmental Research and Public Health, 17(23), 8794. https://doi.org/10.3390/ijerph17238794