Development of A Teen-Focused Exergame.

Development of A Teen-Focused Exergame.
复制标题

开发针对青少年的运动游戏。

DOI:
10.1089/g4h.2016.0035
复制
发表时间:
2016
影响因子:
3.5
通讯作者:
Deng,Zhigang
Deng,Zhigang
中科院分区:
医学2区
文献类型:
--
作者:
Thompson,Debbe;Cantu,Dora;Rajendran,Madhur;Rajendran,Mayur;Bhargava,Tanay;Zhang,Yuting;Chen,Cheng;Liu,Yan;Deng,Zhigang

文献摘要

相似文献

简介:电子游戏需要身体运动来玩,可能是增强青少年身体活动(PA)的有效方法。然而,结果好坏参半。需要创新的方法来开发增加和维持PA的游戏。自我表现的化身或从个体的数字图像创建的化身可以增加PA(例如,强度、持续时间)。本文介绍了这一新的想法,通过描述一个自我代表avatar.Materials和方法:12 - 14岁的青少年,分层的性别,体重指数,PA,被邀请参加两轮的数据收集的一个游戏的发展。每一轮都包括一次在线调查,然后是一次电话访谈,以确保对调查答复的理解。在第一轮之后,一个模拟游戏原型和用于创建自我代表化身的系统被创建。第二轮的数据收集,以获得信息,创造一个功能齐全的游戏和化身创建系统。结果:48名青少年被招募。样本为多种族(41.7%白色,37.5%黑人,18.8%西班牙裔,2.1%混血/其他)。在第一轮数据收集中获得了48名青少年的完整数据,在第二轮中获得了43名青少年的完整数据。青少年提供了关于偏好和期望的重要信息。性别的相似性和差异observed.Conclusion:这项研究有助于身体的知识,关于如何设计一个有吸引力的游戏,青少年导航的自我代表的化身。
Introduction:Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar.Materials and Methods:Twelve- to 14-year-olds, stratified by gender, body mass index, and PA, were invited to participate in two rounds of data collection. Each round consisted of an online survey, followed by a telephone interview to ensure comprehension of survey responses. After the first round, an Exergame prototype and the system for creating the self-representational avatar were created. A second round of data was collected to obtain information with which to create a fully functional Exergame and the avatar creation system.Results:Forty-eight teens were recruited. The sample was multi-ethnic (41.7% White, 37.5% Black, 18.8% Hispanic, 2.1% Mixed/Other). Complete data were obtained on 48 teens in the first round of data collection and on 43 teens in the second round. Teens provided important information regarding preferences and expectations. Gender similarities and differences were observed.Conclusion:This research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.