Augmented reality fitness games and subjective well-being of players: a mixed methods study from China.

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Title: Augmented reality fitness games and subjective well-being of players: a mixed methods study from China.
Authors: Sun, Yi, Yuan, Zihao
Source: Behaviour & Information Technology. Jun2025, Vol. 44 Issue 10, p2186-2202. 17p.
Subjects: Digital technology, Scale analysis (Psychology), Statistical correlation, Self-efficacy, Exercise, Satisfaction, Research funding, Government policy, Optimism, Diffusion of innovations, Autonomy (Psychology), Content analysis, Descriptive statistics, Internet, Surveys, Physical fitness, Mathematical models, Health behavior, Research methodology, Psychological stress, Social skills, Happiness, Content mining, Public health, Theory, Health promotion, Needs assessment, Affect (Psychology), Augmented reality, Well-being, Gamification, Video games, COVID-19 pandemic
Geographic Terms: China
Abstract: During the COVID-19 pandemic, people's health and well-being have been greatly affected, so the promotion of residents' well-being has been the goal of many public policies. The rapid development of digital technologies offers hope because of their potential to impact and improve people's health. The purpose of this study is to explore exercise solutions based on augmented reality (AR) technology and the impact of AR fitness games (ARFG) on residents' subjective well-being. Based on the theory of psychological empowerment, we use a sequence of mixed study method, to study the inspection of the hypothesis. First, the quantitative study used 278 responses collected through an online survey to test the model. In the subsequent qualitative research, we collected and processed qualitative data such as user comments and posts on online platforms, which complemented the quantitative research and provided additional insights. Findings indicate that the satisfaction of basic psychological needs (i.e. autonomy, competence and relatedness) enhances users' feelings of empowerment, enhances subjective vitality and reduces stress. In addition, technology readiness variables (i.e. optimism and innovativeness) were found to positively moderate the relationship between psychological empowerment and subjective well-being. This research contributed to ARFG literature and provided practical guidance for stakeholders. [ABSTRACT FROM AUTHOR]
Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: Augmented reality fitness games and subjective well-being of players: a mixed methods study from China.
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  Data: <searchLink fieldCode="AR" term="%22Sun%2C+Yi%22">Sun, Yi</searchLink><br /><searchLink fieldCode="AR" term="%22Yuan%2C+Zihao%22">Yuan, Zihao</searchLink>
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  Data: <searchLink fieldCode="JN" term="%22Behaviour+%26+Information+Technology%22">Behaviour & Information Technology</searchLink>. Jun2025, Vol. 44 Issue 10, p2186-2202. 17p.
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  Data: <searchLink fieldCode="DE" term="%22Digital+technology%22">Digital technology</searchLink><br /><searchLink fieldCode="DE" term="%22Scale+analysis+%28Psychology%29%22">Scale analysis (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Statistical+correlation%22">Statistical correlation</searchLink><br /><searchLink fieldCode="DE" term="%22Self-efficacy%22">Self-efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Exercise%22">Exercise</searchLink><br /><searchLink fieldCode="DE" term="%22Satisfaction%22">Satisfaction</searchLink><br /><searchLink fieldCode="DE" term="%22Research+funding%22">Research funding</searchLink><br /><searchLink fieldCode="DE" term="%22Government+policy%22">Government policy</searchLink><br /><searchLink fieldCode="DE" term="%22Optimism%22">Optimism</searchLink><br /><searchLink fieldCode="DE" term="%22Diffusion+of+innovations%22">Diffusion of innovations</searchLink><br /><searchLink fieldCode="DE" term="%22Autonomy+%28Psychology%29%22">Autonomy (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Content+analysis%22">Content analysis</searchLink><br /><searchLink fieldCode="DE" term="%22Descriptive+statistics%22">Descriptive statistics</searchLink><br /><searchLink fieldCode="DE" term="%22Internet%22">Internet</searchLink><br /><searchLink fieldCode="DE" term="%22Surveys%22">Surveys</searchLink><br /><searchLink fieldCode="DE" term="%22Physical+fitness%22">Physical fitness</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematical+models%22">Mathematical models</searchLink><br /><searchLink fieldCode="DE" term="%22Health+behavior%22">Health behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Research+methodology%22">Research methodology</searchLink><br /><searchLink fieldCode="DE" term="%22Psychological+stress%22">Psychological stress</searchLink><br /><searchLink fieldCode="DE" term="%22Social+skills%22">Social skills</searchLink><br /><searchLink fieldCode="DE" term="%22Happiness%22">Happiness</searchLink><br /><searchLink fieldCode="DE" term="%22Content+mining%22">Content mining</searchLink><br /><searchLink fieldCode="DE" term="%22Public+health%22">Public health</searchLink><br /><searchLink fieldCode="DE" term="%22Theory%22">Theory</searchLink><br /><searchLink fieldCode="DE" term="%22Health+promotion%22">Health promotion</searchLink><br /><searchLink fieldCode="DE" term="%22Needs+assessment%22">Needs assessment</searchLink><br /><searchLink fieldCode="DE" term="%22Affect+%28Psychology%29%22">Affect (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Augmented+reality%22">Augmented reality</searchLink><br /><searchLink fieldCode="DE" term="%22Well-being%22">Well-being</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22COVID-19+pandemic%22">COVID-19 pandemic</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22China%22">China</searchLink>
– Name: Abstract
  Label: Abstract
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  Data: During the COVID-19 pandemic, people's health and well-being have been greatly affected, so the promotion of residents' well-being has been the goal of many public policies. The rapid development of digital technologies offers hope because of their potential to impact and improve people's health. The purpose of this study is to explore exercise solutions based on augmented reality (AR) technology and the impact of AR fitness games (ARFG) on residents' subjective well-being. Based on the theory of psychological empowerment, we use a sequence of mixed study method, to study the inspection of the hypothesis. First, the quantitative study used 278 responses collected through an online survey to test the model. In the subsequent qualitative research, we collected and processed qualitative data such as user comments and posts on online platforms, which complemented the quantitative research and provided additional insights. Findings indicate that the satisfaction of basic psychological needs (i.e. autonomy, competence and relatedness) enhances users' feelings of empowerment, enhances subjective vitality and reduces stress. In addition, technology readiness variables (i.e. optimism and innovativeness) were found to positively moderate the relationship between psychological empowerment and subjective well-being. This research contributed to ARFG literature and provided practical guidance for stakeholders. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.1080/0144929X.2023.2279664
    Languages:
      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 17
        StartPage: 2186
    Subjects:
      – SubjectFull: Digital technology
        Type: general
      – SubjectFull: Scale analysis (Psychology)
        Type: general
      – SubjectFull: Statistical correlation
        Type: general
      – SubjectFull: Self-efficacy
        Type: general
      – SubjectFull: Exercise
        Type: general
      – SubjectFull: Satisfaction
        Type: general
      – SubjectFull: Research funding
        Type: general
      – SubjectFull: Government policy
        Type: general
      – SubjectFull: Optimism
        Type: general
      – SubjectFull: Diffusion of innovations
        Type: general
      – SubjectFull: Autonomy (Psychology)
        Type: general
      – SubjectFull: Content analysis
        Type: general
      – SubjectFull: Descriptive statistics
        Type: general
      – SubjectFull: Internet
        Type: general
      – SubjectFull: Surveys
        Type: general
      – SubjectFull: Physical fitness
        Type: general
      – SubjectFull: Mathematical models
        Type: general
      – SubjectFull: Health behavior
        Type: general
      – SubjectFull: Research methodology
        Type: general
      – SubjectFull: Psychological stress
        Type: general
      – SubjectFull: Social skills
        Type: general
      – SubjectFull: Happiness
        Type: general
      – SubjectFull: Content mining
        Type: general
      – SubjectFull: Public health
        Type: general
      – SubjectFull: Theory
        Type: general
      – SubjectFull: Health promotion
        Type: general
      – SubjectFull: Needs assessment
        Type: general
      – SubjectFull: Affect (Psychology)
        Type: general
      – SubjectFull: Augmented reality
        Type: general
      – SubjectFull: Well-being
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: COVID-19 pandemic
        Type: general
      – SubjectFull: China
        Type: general
    Titles:
      – TitleFull: Augmented reality fitness games and subjective well-being of players: a mixed methods study from China.
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            NameFull: Sun, Yi
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            NameFull: Yuan, Zihao
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            – D: 15
              M: 06
              Text: Jun2025
              Type: published
              Y: 2025
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