| With the advent of the Internet+era,the combination of electronic information technology and sports is becoming increasingly close,and with the impact of the new pneumonia epidemic,the response to Cloud Fitness has been overwhelming,with "home" unlocked as the new sports and fitness venue.As a combination of digital technology and fitness,motion sensing game are just standing on the wind.Motion Sensing Games integrate games,sports and competitive entertainment,combining the virtual movement of digital network with the real movement of people well,with both realistic experience and virtual humanized nature,realizing the innovative development of people and sports,especially in the context of global epidemic pandemic,it’s value in maintaining physical and mental health in indoor environments is becoming increasingly prominent and attractive.With the Internet gradually entering the era of payment from the free era,users no longer pay for the fame effect and free subsidies of head enterprises,but for valuable content and services.For motion sensing fames enterprises,how to provide users with products and services that meet their needs and have value,so that users are willing to pay,has become the primary problem for enterprises.Therefore,from the perspective of users,based on the motivation of users to participate in motion sensing games,this paper explores the specific path that affects their willingness to pay,combines motivation and self-determination theory,technology acceptance model,and immersion theory,innovatively introduces immersion experience and perceived usefulness as the intermediary mechanism in this direct impact relationship,and uses literature and in-depth interviews to build internal motivation,external motivation,immersion experience,perceived usefulness A theoretical conceptual model between the five variables of willingness to pay,and a research hypothesis was proposed.The questionnaire was distributed to motion sensing games experience users,and the rationality of the collected data was tested using statistical software.The hypothetical path results of this structural equation model were obtained.Based on the data analysis results,the research found that: the participation motivation,immersion experience Perceived usefulness is an important factor that affects users’ willingness to pay,both of which have a significant positive impact on their willingness to pay;In the structural model of payment intention of smotion sensing games’ users,participation motivation has a positive impact on immersion experience and perceived usefulness,and immersion experience and perceived usefulness play a partial intermediary role between participation motivation and willingness to pay.Finally,on the basis of the conclusion analysis,several suggestions are put forward for motion sensing game enterprises:First,focus on the research and development of entertainment,social and sports functions,high-quality products plus creative gameplay to mobilize users’ intrinsic motivation;Second,promote product image penetration at multiple levels and channels to expand the game influence and stimulate users’ extrinsic motivation;Third,add support for internal and external double immersion to stimulate users’ sensory experience and strengthen the sense of game presence;Fourth,form a personalized service closed loop to enhance users’ value perception and maintain their loyalty. |