Javascript must be enabled to continue!
Motivation for Exergame Play Inventory: Construct validity and relationship to game play
View through CrossRef
The purpose of this study was to develop the Motivation for Exergame Play Inventory (MEPI) as a publicly available and validated measure of psychological and motivational constructs specific to increase the duration of exergame play. This study is an ancillary analysis of data from a randomized trial of sixty-one adolescents assigned to one of four exergames to play in their home for 4 weeks. Parents provided baseline demographic information. Adolescents completed the MEPI at the end of week 1 and completed game logs to record exergame play over the four weeks. Factor analysis with varimax rotation was used to determine the number of distinct composite factors within the MEPI. Cronbach’s alpha assessed internal consistency of each resulting factor. Separate regression models were used to examine the association of each factor with total game play over 4 weeks. Twenty-two of 28 items were retained in the MEPI to measure five distinct constructs of motivation: sensory immersion/flow, user control, goals of the game, performance feedback, and challenge/difficulty. Sensory immersion/flow and user control were each significantly associated with total game play. Evidence of construct validity for the MEPI was demonstrated. The MEPI appears to be a promising tool to assess players’ motivation for exergaming, an important contributor to sustained physically active game play.
Masaryk University Press
Title: Motivation for Exergame Play Inventory: Construct validity and relationship to game play
Description:
The purpose of this study was to develop the Motivation for Exergame Play Inventory (MEPI) as a publicly available and validated measure of psychological and motivational constructs specific to increase the duration of exergame play.
This study is an ancillary analysis of data from a randomized trial of sixty-one adolescents assigned to one of four exergames to play in their home for 4 weeks.
Parents provided baseline demographic information.
Adolescents completed the MEPI at the end of week 1 and completed game logs to record exergame play over the four weeks.
Factor analysis with varimax rotation was used to determine the number of distinct composite factors within the MEPI.
Cronbach’s alpha assessed internal consistency of each resulting factor.
Separate regression models were used to examine the association of each factor with total game play over 4 weeks.
Twenty-two of 28 items were retained in the MEPI to measure five distinct constructs of motivation: sensory immersion/flow, user control, goals of the game, performance feedback, and challenge/difficulty.
Sensory immersion/flow and user control were each significantly associated with total game play.
Evidence of construct validity for the MEPI was demonstrated.
The MEPI appears to be a promising tool to assess players’ motivation for exergaming, an important contributor to sustained physically active game play.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Competition and cooperation with virtual players in an exergame
Competition and cooperation with virtual players in an exergame
Two cross-sectional studies investigated the effects of competition and cooperation with virtual players on exercise performance in an immersive Virtual reality (VR) cycle exergame...
Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming
Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming
Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. Howev...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study (Preprint)
Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study (Preprint)
BACKGROUND
The physical and cognitive loads borne during exergaming may differ from more conventional cognitive-motor dual-task trainings.
...
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Game edukasi adalah game yang didesain untuk merangsang kecerdasan anak. Game edukasi bertujuan untuk belajar dan menarik perhatian siswa. Game edukasi adalah gabungan dari konten ...
Pareto-based Dynamic Difficulty Adjustment of a Competitive Exergame for Arm Rehabilitation (Preprint)
Pareto-based Dynamic Difficulty Adjustment of a Competitive Exergame for Arm Rehabilitation (Preprint)
BACKGROUND
Lack of motivation is a major hindrance to frequent and intense exercise which is critical to rehabilitating people with arm disabilities due to ...
Generating game immersion features for immersive game selection
Generating game immersion features for immersive game selection
The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game whi...

