Teen reactions to a self-representational avatar: A qualitative exploration.
J Sport Health Sci
; 11(2): 157-163, 2022 03.
Article
en En
| MEDLINE
| ID: mdl-34293497
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 (nâ¯=â¯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.
Palabras clave
Texto completo:
1
Banco de datos:
MEDLINE
Asunto principal:
Juegos de Video
Tipo de estudio:
Prognostic_studies
/
Qualitative_research
Límite:
Adolescent
/
Child
/
Humans
Idioma:
En
Revista:
J Sport Health Sci
Año:
2022
Tipo del documento:
Article
País de afiliación:
Estados Unidos