Research on College Students' Satisfaction with Fitness-Based Somatosensory Games Based on Customer Perceived Value

Authors

  • Linhong Zheng Fine Art and Design College,Quanzhou Normal University, Quanzhou, 362000, Fujian,China
  • Yueyun Xu School of Physical Education, Quanzhou Normal University, Quanzhou 362000, Fujian,China
  • Yuan Yang School of Physical Education, Quanzhou Normal University, Quanzhou 362000, Fujian,China

Keywords:

Customer Perceived Value,Fitness-Based Somatosensory Games,College Student Satisfaction

Abstract

As digital technology increasingly influences lifestyle and health, fitness-based games represent a unique blend of entertainment, exercise, and social interaction, particularly attractive to the college student demographic. This study assesses how these fitness-oriented physical gaming products fulfill various dimensions of perceived value—functional, brand, emotional, experiential, and customer loyalty—and their impact on student satisfaction. It highlights the potential of these products to serve as tools for ideological and educational enhancement within the college setting. Employing a quantitative methodology, the research involved surveying 206 college students and analyzing the data through exploratory factor analysis and reliability testing. The findings indicate that while the functional and brand values generally meet expectations, there are notable deficiencies in meeting experiential and emotional needs, pointing to opportunities for further development. The study underscores the strategic role educational institutions can play in leveraging these games not only to bolster physical fitness but also to enhance mental health and educational outcomes. By aligning game functionality with educational objectives, universities can enhance the efficacy of their health and wellness programs, thereby fostering comprehensive student development. This research contributes to the ongoing discourse on the integration of technology in educational settings, offering insights into how universities can harness digital innovations to boost student engagement and wellness.

Published

2025-02-12