Department of Communication, University of Missouri , Columbia, Missouri.
Cyberpsychol Behav Soc Netw. 2016 Feb;19(2):74-9. doi: 10.1089/cyber.2015.0317.
Health self-efficacy, or the beliefs in one's capabilities to perform health behaviors, is a significant factor in eliciting health behavior change, such as weight loss. Research has demonstrated that virtual embodiment has the potential to alter one's psychology and physicality, particularly in health contexts; however, little is known about the impacts embodiment in a virtual world has on health self-efficacy. The present research is a randomized controlled trial (N = 90) examining the effectiveness of virtual embodiment and play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise and nutrition efficacy) among overweight adults. Participants were randomly assigned to a 3D social virtual world (avatar virtual interaction experimental condition), 2D social networking site (no avatar virtual interaction control condition), or no intervention (no virtual interaction control condition). The findings of this study provide initial evidence for the use of SL to improve exercise efficacy and to support weight loss. Results also suggest that individuals who have higher self-presence with their avatar reap more benefits. Finally, quantitative findings are triangulated with qualitative data to increase confidence in the results and provide richer insight into the perceived effectiveness and limitations of SL for meeting weight loss goals. Themes resulting from the qualitative analysis indicate that participation in SL can improve motivation and efficacy to try new physical activities; however, individuals who have a dislike for video games may not be benefitted by avatar-based virtual interventions. Implications for research on the transformative potential of virtual embodiment and self-presence in general are discussed.
健康自我效能感,即人们对自己执行健康行为能力的信念,是引发健康行为改变(如减肥)的重要因素。研究表明,虚拟体现有改变个体心理和生理的潜力,尤其是在健康领域;然而,人们对虚拟世界中的体现如何影响健康自我效能感知之甚少。本研究是一项随机对照试验(N=90),旨在探讨超重成年人在社交虚拟世界(Second Life [SL])中进行虚拟体现和游戏对提高健康自我效能感(运动和营养效能)的有效性。参与者被随机分配到 3D 社交虚拟世界(化身虚拟互动实验组)、2D 社交网站(无化身虚拟互动对照组)或无干预组(无虚拟互动对照组)。本研究的结果提供了使用 SL 提高运动效能和支持减肥的初步证据。结果还表明,自我存在感较高的个体从化身中获益更多。最后,定量结果与定性数据相结合,以提高对结果的信心,并更深入地了解 SL 在实现减肥目标方面的有效性和局限性。定性分析得出的主题表明,参与 SL 可以提高尝试新体育活动的动机和效能;然而,不喜欢视频游戏的个体可能不会受益于基于化身的虚拟干预。讨论了虚拟体现和自我存在感的变革潜力的研究意义。