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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...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Shanghai University of Sport
2022
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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 |
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author | Baysden, Emily Mendoza, Ninna Callender, Chishinga Deng, Zhigang Thompson, Debbe |
author_facet | Baysden, Emily Mendoza, Ninna Callender, Chishinga Deng, Zhigang Thompson, Debbe |
author_sort | Baysden, Emily |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-9068574 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Shanghai University of Sport |
record_format | MEDLINE/PubMed |
spelling | pubmed-90685742022-05-09 Teen reactions to a self-representational avatar: A qualitative exploration Baysden, Emily Mendoza, Ninna Callender, Chishinga Deng, Zhigang Thompson, Debbe J Sport Health Sci Original Article 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. Shanghai University of Sport 2022-03 2021-07-20 /pmc/articles/PMC9068574/ /pubmed/34293497 http://dx.doi.org/10.1016/j.jshs.2021.07.004 Text en © 2021 Published by Elsevier B.V. on behalf of Shanghai University of Sport. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). |
spellingShingle | Original Article Baysden, Emily Mendoza, Ninna Callender, Chishinga Deng, Zhigang Thompson, Debbe Teen reactions to a self-representational avatar: A qualitative exploration |
title | Teen reactions to a self-representational avatar: A qualitative exploration |
title_full | Teen reactions to a self-representational avatar: A qualitative exploration |
title_fullStr | Teen reactions to a self-representational avatar: A qualitative exploration |
title_full_unstemmed | Teen reactions to a self-representational avatar: A qualitative exploration |
title_short | Teen reactions to a self-representational avatar: A qualitative exploration |
title_sort | teen reactions to a self-representational avatar: a qualitative exploration |
topic | Original Article |
url | 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 |
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