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Teen reactions to a self-representational avatar: A qualitative exploration.
Baysden, Emily; Mendoza, Ninna; Callender, Chishinga; Deng, Zhigang; Thompson, Debbe.
Afiliación
  • Baysden E; United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
  • Mendoza N; United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
  • Callender C; United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
  • Deng Z; Department of Computer Science, University of Houston, Houston, TX 77204, USA.
  • Thompson D; United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA. Electronic address: dit@bcm.edu.
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 (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.
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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

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