
These traits include: the size, distance and position of eyes, ears, mouth, nose, cheeks and jaw, for example.

Their logic is simple: if you have nothing to hide, you should have nothing to fear. The measure is justified on security basis, with the promise that it will lead to a more organized and safer society for everyone. Think about this for a second, my friend: A database with over 2 billion faces! And… they currently own a database with over 2 billion faces. They have raised over US$1.6 billion and are valued over US$4.5 billion. Potentially the largest player is SenseTime. Moreover, it has boosted a new sector which combines visual recognition with artificial intelligence to provide real-time data on people’s behaviors. Technology is advancing extremely fast and its applications to monitor people is growing exponentially.Ĭurrently, the Chinese government has implemented hundreds of thousands of surveillance cameras in train stations, urban centers and public spaces to track the behavior of its citizens. The motion-sensing game industry has broad market prospects in China through its potential in promoting consumer’s wellness and health in the home environment.My friend, tell me something: Would you be able to have fun if you felt you were constantly being watched and monitored?

The acceptance of Chinese users for home motion-sensing games remains positive and high. To sum up, (1) exercise, (2) entertainment, and (3) social interaction are the main functional motivations of the Chinese consumers’ gameplay behaviors (4) diversity and (5) time-and-place flexibility are the two main attribute motivators. Furthermore, the diversity and the time-and-place flexibility variables exert an important positive influence on the users’ gameplay behavior through their effects on the three main functional motive variables. The result shows that the three functional motivators, exercise (Path efficient = 0.40, p < 0.01), entertainment (Path efficient = 0.27, p < 0.01), and social interaction (Path efficient = 0.36, p < 0.01) of home motion-sensing games have a significantly positive impact on the user’s intention to play. A structural equation model for the gameplay motivation has been constructed. We distributed 515 questionnaires to conduct a survey 427 valid responses have been received, and 203 data, which meet the inclusion criteria of the required game experience, have been analyzed by SPSS25.0 and AMOS25.0.

In order to understand the motives of users and explore the market possibility and prospects of the game industry, this study adopts empirical research and structural equation modeling to construct a motivation model of Chinese consumers toward motion-sensing gameplay behavior in the household environment. Whether Chinese customers have the intention of using motion-sensing games to improve their health status in the home environment will directly determine the commercial potential of the relevant industry in the Chinese market. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health.
