Who is willing to play skill-adapted exergames? Influences of sociodemographic factors and social comparison processes

Laura M. König*, Martina Kanning, Hanna Hauptmann, Tiare Feuchtner, Danielle Arigo

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Physical inactivity bears risks for physical and mental health. Theoretically grounded, novel intervention approaches are needed that encourage a positive affective reaction. Exergames may provide this opportunity, especially if different skill levels of players are automatically adapted. Drawing from two pre-registered within-subjects online experiments (total N = 1931) where participants were presented with two scenarios (joining exergame as most versus least skilled player), we report on the willingness of adults to engage in (skill-adapted) exergames. We also describe individual differences in willingness based on sociodemographic characteristics and social comparison processes. Willingness was higher when joining as the most versus the least skilled player among younger (rs = −0.28) and more highly educated (rs 0.07 and 0.12) participants, and among those who owned gaming consoles (vs. not; ds 0.28 and 0.45) and had prior exergame experience (vs. not; ds −0.42 and −0.51). Men were more willing to join exergames as the least skilled player than women (d = −0.16). Social comparison orientation was positively associated with willingness (rs 0.08 to 0.22), as were tendencies to engage in upward identification (rs 0.18 and 0.21) and downward contrast (rs 0.12 and 0.17). Tailoring exergames to sociodemographic and psychological characteristics is likely to maximise their effectiveness for health promotion.

Original languageEnglish
Article number108562
Number of pages13
JournalComputers in Human Behavior
Volume165
DOIs
Publication statusPublished - Apr 2025

Bibliographical note

Publisher Copyright:
© 2025 The Authors

Funding

The last author\u2019s time was supported by funding from the U.S. National Institutes of Health under grant number DP2 HL173857 (PI: Arigo).

FundersFunder number
National Institutes of HealthDP2 HL173857

    Keywords

    • Digital health
    • eHealth
    • Gamification
    • Individual differences
    • Physical activity

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