Tuomas Kari's recent thesis defense titled "Exergaming Usage: Hedonic
and Utilitarian Aspects" from the University of Jyväskylä (Finland) was just released online and in PDF form.
It is an excellent example of the manuscript format preparation for a Ph.D as it summarizes several foundational papers that laid the groundwork for the overall goal of analyzing how exergames can be used for health outcomes yet utilitarian goals.
This is the second PhD defense in the past month as Pooya defended his last month in analyzing a swimming exergame (Xbox Michael Phelps).
Congrats Dr. Kari and I look forward to hearing more from you in the future.
https://twitter.com/TuomasKari
Via ScienceDaily
It is an excellent example of the manuscript format preparation for a Ph.D as it summarizes several foundational papers that laid the groundwork for the overall goal of analyzing how exergames can be used for health outcomes yet utilitarian goals.
This is the second PhD defense in the past month as Pooya defended his last month in analyzing a swimming exergame (Xbox Michael Phelps).
Congrats Dr. Kari and I look forward to hearing more from you in the future.
https://twitter.com/TuomasKari
There is a growing demand for information systems (IS) that could advance
desirable health behaviours among people. While digital gaming has generally
been perceived to increase individuals’ sedentary time, gaming can also act as a
medium to promote health, for example, by increasing individuals’ levels of
physical activity. Exergaming, a form of digital gaming that combines games
with physical activity, has been mentioned as potential means of influencing
physical activity levels. Previous research on exergaming has been dominated
by a very device-centric perspective, focusing more on its technological and
physical aspects, than a more user-centric perspective that focuses on the users
and the different aspects of usage. Such user-centric focus is greatly needed to
achieve the recognised yet unreached potential of exergames, for example, to
enhance the population’s levels of physical activity. The importance of
researching IS usage has been continuously stressed in the field of IS, and
increasing the understanding of IS use is important for both scholars and
practitioners alike. Considering the identified research gap and the importance
of the topic, this thesis takes a user-centric approach with aim to explain
relevant aspects throughout the entire use cycle of exergames: intention to use,
adoption and usage habits – as well as the reasons for not using – and use
continuance after exergaming experiences. This thesis also examines the ability
of exergames to promote physical activity and physical fitness. To investigate
these aspects, relevant studies are carried out using both quantitative and
qualitative research methods. This thesis demonstrates the perceptions of
exergames and how they differ in different phases of the use cycle. The results
highlight the importance of hedonic enjoyment perceptions behind usage
intentions and the actual use of exergames; however, for the continued use of
exergames, the perceptions of utilitarian benefit also have an important role.
The theoretical contribution comes from providing valuable new knowledge to
the scientific community and increasing the theoretical understanding of
exergaming. The findings also pose several practical implications for different
stakeholders, ranging from the developers and marketers of exergames to the
public sector and the users
Via ScienceDaily
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