Investigating quality factors of interactive fitness games based on Kano model

软件可移植性 计算机科学 质量(理念) 索引(排版) 独创性 身体素质 价值(数学) 应用心理学 心理学 多媒体 社会心理学 机器学习 万维网 医学 认识论 程序设计语言 哲学 物理疗法 创造力
作者
Qianling Jiang,Zheng Wang,Jie Sun
出处
期刊:Kybernetes [Emerald Publishing Limited]
被引量:3
标识
DOI:10.1108/k-04-2023-0569
摘要

Purpose The rise of interactive fitness games in the post-epidemic era has resulted in the need to establish a quality evaluation index system. This study aims to develop such a system and provide a reference for enhancing the quality of interactive fitness games. Design/methodology/approach To achieve this, interviews and questionnaires were conducted to identify the factors that influence the quality of interactive fitness games. The Kano model and SII (Satisfaction Increment Index)-Dissatisfaction Decrement Index (DDI) two-dimensional quadrant analysis were then used to explore differences in quality judgment between males and females, as well as their priorities for improving interactive fitness games. Findings The study revealed that males and females have different quality judgments for “rich and diverse content,” “motivational value,” “sensitive motion recognition detection” and “portability.” However, both genders share similar views on the other quality factors. In addition, the study identified differences in the priority of improvement between men and women. “Very interesting,” “effective fitness achievement,” “motivating fitness maintenance,” “sensitive motion recognition detection,” “portability” and “educational value” were found to be of higher priority for men than women. Originality/value These findings provide a valuable theoretical reference for developers and designers of interactive fitness games seeking to enhance the user experience.
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