Cargando…

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...

Descripción completa

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
_version_ 1784700245986246656
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
work_keys_str_mv AT baysdenemily teenreactionstoaselfrepresentationalavataraqualitativeexploration
AT mendozaninna teenreactionstoaselfrepresentationalavataraqualitativeexploration
AT callenderchishinga teenreactionstoaselfrepresentationalavataraqualitativeexploration
AT dengzhigang teenreactionstoaselfrepresentationalavataraqualitativeexploration
AT thompsondebbe teenreactionstoaselfrepresentationalavataraqualitativeexploration