Introduction
With rapid advances in technology, exergaming has become increasingly sophisticated. Exergaming, which combines exercise and electronic gaming, has become an indispensable application for many students during their academic years. Exergaming has a wide range of uses: some people use it for entertainment, some use it to expand their social circles, and others use it to gain a sense of accomplishment through gaming. This research combines Self-Efficacy Theory and Expectancy-Value Theory to explore whether exergaming can enhance students’ hedonic value, utilitarian value, and social value and to understand how they impact well-being.
Methods
A purposive sampling method was utilized by recruiting 400 students who played exergames on tablet computers and then responded to a questionnaire. After removing the invalid data, a total of 387 questionnaires were used for this study. Numerous processes took place before and during the data collection. All survey items required back-and-forth translation from English to traditional Chinese. Structural Equation Modeling was analyzed using Smart PLS 4 to test the questionnaires’ confirmatory factor analysis (CFA), reliability, validity and the hypothesized relationships among self-efficacy, hedonic value, utilitarian value, social value, and sustainable well-being. Descriptive analysis was analyzed using SPSS for Windows.
Results
There were 261 (67.4%) male respondents and 126 (32.6%) female respondents in this study. The research results are shown as follows: Self-efficacy was positively related to hedonic value, utilitarian value and social value. Moreover, the results also showed that hedonic value, utilitarian value and social value all have a positive impact on sustainable well-being. The overall model showed good fit confirming good validity of the pathways.
Discussion
This study focused on Exergaming and on identifying whether EVT can improve students' motivation to learn and if their feelings are increased or decreased. Unlike ordinary games, Exergaming focuses on satisfying people’s physiological needs rather than just pursuing the pleasure of playing games. Self-efficacy is an important component of personal motivation and a key element in exerting controlling beliefs over important events in one’s life. This study found that self-efficacy was a strong consistent predictor, positively influencing all three value types.