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Teen reactions to a self-representational avatar:A qualitative exploration

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摘要 Purpose:This research presents findings from a qualitative exploration of the reactions of adolescents(12-14 years old)to navigating an exergame with an avatar created from multiple scans of the player(referred to as a self-representational avatar).Methods:Post-gameplay interviews were conducted with adolescents following participation in a 20-min laboratory session(21.2±0.8 min,mean±SD)where the self-representational avatar was navigated through an exergame.Verbatim transcripts(n=40)were coded and analyzed by 2 independent coders using hybrid thematic analysis for this secondary data analysis.Codes were reviewed to identify themes representing adolescents’reactions.Results:Four themes emerged.Adolescents connected with their avatars and felt protective toward them,which influenced their actions in the exergame and contributed to their overall game enjoyment.Conclusion:Creating exergames navigated by a self-representational avatar was an enjoyable experience and influenced gameplay.Future research should explore the effect of this approach on gameplay frequency and intensity over time.
出处 《Journal of Sport and Health Science》 SCIE 2022年第2期157-163,I0002,共8页 运动与健康科学(英文)
基金 supported by funding from the National Institutes of Health(to ZD and DT R21HD075048) funded in part with federal funds from the USDA/ARS under Cooperative Agreement No.58-3092-5-001。
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