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

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 conduct...

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Detalles Bibliográficos
Autores principales: Baysden, Emily, Mendoza, Ninna, Callender, Chishinga, Deng, Zhigang, Thompson, Debbe
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Shanghai University of Sport 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9068574/
https://www.ncbi.nlm.nih.gov/pubmed/34293497
http://dx.doi.org/10.1016/j.jshs.2021.07.004
Descripción
Sumario: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.