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 language | English |
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Article number | 108562 |
Number of pages | 13 |
Journal | Computers in Human Behavior |
Volume | 165 |
DOIs | |
Publication status | Published - 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).
Funders | Funder number |
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National Institutes of Health | DP2 HL173857 |
Keywords
- Digital health
- eHealth
- Gamification
- Individual differences
- Physical activity