本研究主要在探討長期使用體感遊戲對於大學生之身體意象及心流狀態的影響,並探討在不同性別(男生與女生)、組別(單人組與雙人組)及運動習慣(有和無)條件下,受試者的身體意象與心流狀態是否有顯著差異,此外,更透過實驗與訪談的方式進一步瞭解受試者對於使用體感遊戲-「Kinect大冒險!」的感受與想法。根據研究結果顯示,受試者在使用體感遊戲-「Kinect大冒險!」之後,其身體意象有正面地提昇,且對於遊戲所提供之運動效果及持續使用意願皆給予正面肯定。而從心流狀態的變化情形可以發現,個體之體感遊戲心流狀態會隨著時間而產生變化,並且會受到使用人數與運動習慣的影響。本研究之重要發現包含以下幾點:(1)個體之身體意象在體感遊戲介入後有正面提昇,但是在性別、組別及運動習慣的變數條件下,則無顯著差異;(2) 受試者之體感遊戲心流狀態會隨著時間改變,且在不同組別(單人組與雙人組)與不同運動習慣(有運動習慣及無運動習慣)之變數條件下有顯著差異;(3) 為達有效之運動效果,除了應考慮遊戲內容及類型之外,還需進一步考慮使用頻率及使用時間;(4) 體感遊戲可提昇個體從事身體活動之動機,但是,為維持個體持續使用之意願,應定期更換遊戲內容或交替使用,以避免對單一固定遊戲產生膩的感覺而拒絕使用;(5)體感遊戲設計者應考慮設置不同挑戰難度供使用者做選擇,以避免玩家受限於有限的難度而無法發揮實力,進而降低個體在活動中的心流狀態。Exergames provide an interactive human-machine interface that enable players to interact with games through body movement. With various positive effects of exergaming such as physical, psychosocial and cognitive benefits, exergames are regarded as a desirable tool for promoting physical education. The aim of this study is to investigate the effect of exergames play on college students’ body image and flow state.There are some findings of this research which are detailed as below:(1) Using exergames would enhance individuals to build-up positive body image, but in the variable conditions of gender, group and exercise habits, there were no significant differences. (2) Participants’ flow state in exergames play will change over time, and show significant difference in different groups and different exercise habits.(3) In order to achieve effective physical effect, not only the game content and type but also the frequency of use and the use of time should be considered.(4) Exergames can help individuals to be engaged in physical activities, however, in order to avoid boredom and refusing to use, exergames content should be regularly replaced or used interchangeably.(5) Exergames designers should consider setting up different challenges and difficulty level for users so that players can maintain their flow state as their skills improve.