
Children’s Nutrition Research Center Staff Publications
Publication Date
3-1-2022
Journal
Journal of Sport and Health Science
DOI
10.1016/j.jshs.2021.07.004
PMID
34293497
PMCID
PMC9068574
PubMedCentral® Posted Date
7-10-2021
PubMedCentral® Full Text Version
Post-print
Published Open-Access
yes
Keywords
Adolescent, Child, Humans, Pleasure, Video Games, Avatar, Exergame, Physical activity, Relatedness, Self-determination theory
Abstract
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.
Included in
Biochemical Phenomena, Metabolism, and Nutrition Commons, Dietetics and Clinical Nutrition Commons, Endocrinology, Diabetes, and Metabolism Commons, Nutrition Commons