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

Teen reactions to a self-representational avatar: A qualitative exploration.
复制标题

DOI:
10.1016/j.jshs.2021.07.004
复制
发表时间:
2022-03
影响因子:
11.7
通讯作者:
Thompson, Debbe
Thompson, Debbe
中科院分区:
医学1区
文献类型:
--
作者:
Baysden, Emily;Mendoza, Ninna;Callender, Chishinga;Deng, Zhigang;Thompson, Debbe

文献摘要

参考文献

被引文献

相似文献

青少年对具有自我表征化身的运动游戏的反应中出现了四个关键主题:化身联系、保护、游戏玩法和享受。玩家与他们的自我代表化身的联系促使他们付出更多的努力来保护他们的化身。参与者在 21.2 ± 0.8 分钟的游戏时间中,有 74.9% 的时间从事剧烈的体育活动——我们的研究是第一个针对儿童玩运动游戏报告这一情况的研究。玩家表示,他们更关注游戏的乐趣,而不是玩游戏所需的体力活动。用自我代表的化身玩运动游戏可以增强乐趣,这是行为启动和维持的关键因素。这项研究提出了对青少年(12-14 岁)使用通过玩家多次扫描创建的化身(称为自我表征化身)进行运动游戏的反应进行定性探索的结果。青少年参与 20 分钟的实验室课程(21.2 ± 0.8 分钟,平均值 ± 标准偏差)后,对青少年进行了游戏后访谈,其中自我表征化身通过运动游戏进行导航。逐字记录 (n=40) 由 2 名独立编码员使用混合主题分析进行编码和分析,用于二次数据分析。审查代码以确定代表青少年反应的主题。出现了四个主题。青少年与他们的化身产生联系并对他们产生保护感,这影响了他们在运动游戏中的行为,并有助于他们整体的游戏享受。创建由自我代表化身导航的运动游戏是一种令人愉快的体验,并且会影响游戏玩法。未来的研究应该探索这种方法随着时间的推移对游戏频率和强度的影响。
Four key themes emerged from adolescents’ reactions to an exergame with a self-representational avatar: avatar connection, protection, gameplay, and enjoyment. Players’ connection with their self-representative avatars motivated them to put in more effort to protect their avatars. Participants spent 74.9% of the 21.2 ± 0.8 minute gameplay session engaging in vigorous physical activity—our study is one of the first to report this with children playing exergames. Players reported they focused more on the fun than on the physical activity required to play the game. Playing an exergame with a self-representational avatar enhances enjoyment, a key factor in behavioral initiation and maintenance. 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). 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. 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. 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.
DOI: 10.1111/soin.12001
发表时间: 2013-02-01
影响因子: 1.9
作者:
Dietrich, David R.
通讯作者: Dietrich, David R.
DOI: 10.1089/g4h.2015.0042
发表时间: 2016-04-01
影响因子: 3.5
作者:
Limperos, Anthony M.;Schmierbach, Mike
通讯作者: Schmierbach, Mike
DOI: 10.1016/j.chb.2016.06.028
发表时间: 2016-10-01
影响因子: 9.9
作者:
Johnson, Daniel;Gardner, John;Sweetser, Penelope
通讯作者: Sweetser, Penelope
DOI: 10.1080/10410236.2020.1834194
发表时间: 2020-10-16
影响因子: 3.9
作者:
Navarro, Jessica;Pena, Jorge;Banos, Rosa
通讯作者: Banos, Rosa