The influence of experience satisfaction and sports attitude on somatosensory experience of information technology products: A case study of Wii sports

This study aims to investigate the relationship between the experience satisfaction and sports attitude for the adolescent with the somatosensory experience of information technology products. Subject to the adolescents ranging from 13 to 15-year olds, this study issues a total of 445 surveys by using cluster sampling. As a result, 415 valid samples are received and the effective response rate is 93.2%. For the collected data, it is at first analyzed for the reliability and the validity, and then descriptive statistics and multiple regression analysis are applied. The main results induced from this study are as below. (1) The experience of Wii Sports can benefit the “Sensory Emotion” of the somatosensory experience. (2) The “Relaxation” of the experience satisfaction is the most impressive; the “Affection” of the exercise attitude is the highest. (3) The “Thinking Action”, “Sensory Emotion” and “Relevance” of somatosensory experiences in Wii Sports can effectively predict the experience satisfaction and sports attitude. (4) The sports attitudes can be effectively predicted by the “Relaxation”, “Physiological” and “Psychological” of the somatosensory experience in Wii Sports. Based on the above results, this study provides some practical suggestions for educational and related units as a reference to achieve an improvement in sports education.