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Exercise and Cardiovascular Response01:20

Exercise and Cardiovascular Response

Exercise significantly impacts cardiovascular response, which is crucial for understanding patient health and designing effective treatment plans.
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Video game or exercise? College students' perceptions and adherence to exergames.

Youjeong Kim1, Hyang-Sook Kim2

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Psychology, Health & Medicine
|May 13, 2026
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College students’ perceptions of exergames influence continued play. Viewing exergames as exercise tools, rather than just video games, more strongly predicts sustained engagement and utility-related gratification.

Keywords:
Exergamesadherencecollege studentshedonic gratificationuses and gratifications theory

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Area of Science:

  • Health Psychology
  • Human-Computer Interaction
  • Game Studies

Background:

  • Exergames blend physical activity with video gaming, offering potential for health promotion.
  • Understanding user motivations is crucial for designing effective exergames.
  • The Uses and Gratifications (U&G) framework provides a lens to examine media use motivations.

Purpose of the Study:

  • To investigate how college students' perceptions of exergames (as video games vs. exercise tools) relate to their gratifications and intention to continue playing.
  • To explore the mediating roles of hedonic and utilitarian gratifications in these relationships.

Main Methods:

  • A cross-sectional survey was administered to 154 college students.
  • Data were analyzed using multiple regression and mediation analyses.

Main Results:

  • Both perceptions of exergames as video games and exercise tools were significantly associated with intention to continue playing.
  • Perceiving exergames as exercise tools showed a stronger association with continued play than perceiving them as video games.
  • Utilitarian gratification fully mediated the link between exercise-tool perceptions and continued play, while hedonic gratification partially mediated the video-game perception link.

Conclusions:

  • Continued engagement with exergames is driven by both enjoyment (hedonic) and functional utility (utilitarian) gratifications.
  • Designing exergames as both entertaining and functional tools is important for promoting physical activity in young adults.
  • Findings highlight the differential impact of perception on user engagement with exergames.