以社會生態取向分析民眾參與公共空間置入智慧型運動設施之研究

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2025

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城市快速發展運動科技日益普及,個人運動參與習慣和行為都出現了與過往不同的變化,運動科技的介入讓健康生活型態越來越多元,也越來越便利,民眾的運動行為模式,有了全新的改變。本研究以社會生態取向分析民眾參在公共空間參與智慧型運動設施之樣態,研究將分兩階段探討,首先瞭解城市居民使用運動科技之現況,接續探討民眾對於城市公共空間,置入「深蹲活力機」體感遊戲享樂價值與持續使用意圖。研究一以臺北市居民為調查對象,透過線上問卷蒐集 405 份樣本,瞭解城市民眾對運動相關智慧科技產品使用狀況與接受度;研究二則以深蹲活力機使用者為研究對象,於臺北捷運中正紀念堂站5-6號出口處,設置深蹲活力機,並以滾雪球抽樣之調查方式發放問卷,有效問卷回收共計 269 份,隨後以結構方程模式檢驗研究假設。結果顯示:一、受訪者以自評健康良好之中壯年族群為主,民眾在公共場域運動之需求以便利性為優先考量;二、年齡、收入與自覺健康狀況在遊戲競爭及滿意度上有顯著差異;三、模型適配度符合基準(χ²/df = 4.173;RMSEA = .109),其中個人健康感受正向預測遊戲競爭,遊戲競爭負向影響滿意度,趣味價值與滿意度皆可正向預測持續行為意圖,而心流體驗效果不顯著;四、公共空間「深蹲活力機」機台適用理想客群為,中產階級且自覺健康狀況良好之已退休女性。基於上述結果,建議在運動體感遊戲內容設計中,可融入「趣味/滿意」、「適度競爭」等要素,以強化使用者持續使用之行為;同時,優化機台感測系統、獎勵機制與自我挑戰等功能。另可於多元場域,進行長期驗證,充實相關理論基礎,作為城市推展公共空間導入智慧型運動設施及後續學術研究參考。
The rapid development of cities and the increasing prevalence of sport-technology have fundamentally changed individuals’ exercise habits and participation behaviors. By making healthy lifestyles more diverse and convenient, these technologies have fostered entirely new patterns of physical activity. Adopting a socio-ecological approach, this study analyzes how citizens engage with smart exercise installations in public spaces. The research unfolds in two stages: first, to profile urban residents’ current use of sport-technology; and second, to investigate the hedonic value and continuance intention associated with installing a Squat Exergame Machine in public areas. Study 1 surveyed 405 residents of Taipei online to document their adoption and acceptance of exercise-related smart devices. Study 2 targeted users of a Squat Exergame Machine installed near Exits 5 and 6 of Taipei MRT’s Chiang Kai-shek Memorial Hall Station. Using snowball sampling, 269 valid questionnaires were collected, and the hypotheses were tested via structural equation modeling (SEM). Key findings are as follows: Most respondents were middle-aged adults who rated their health as “good,” and convenience was identified as the primary motivator for exercising in public spaces. Perceived competition and satisfaction differed significantly across age, income, and self-rated health groups. The SEM exhibited acceptable fit (χ²/df = 4.173; RMSEA = .109). Perceived health positively predicted game competition, whereas competition negatively affected satisfaction. Both hedonic value and satisfaction were positively predicted by continuance intention, while flow experience was not a significant predictor. The optimal target segment for a public Squat Exergame Machine is healthy, retired, middle-class women. Based on these results, we recommend that exergame content integrate elements of fun/satisfaction and moderate competition to strengthen users’ long-term engagement. Practitioners should also enhance sensor accuracy, refine reward mechanisms, and incorporate self-challenge features. Finally, multi-site, long-term validations are advised to enrich the theoretical foundation and to guide cities in deploying smart exercise installations in public spaces.

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體感遊戲, 運動健康信念, 情境期望價值, 遊戲競爭焦慮, 深蹲活力機, Exergame, Exercise health belief, Situated Expectancy‑Value, Game competition anxiety, Squat  Exergame  Machine

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