Thompson Debbe, Cantu Dora, Rajendran Madhur, Rajendran Mayur, Bhargava Tanay, Zhang Yuting, Chen Cheng, Liu Yan, Deng Zhigang
1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas.
2 Department of Computer Science, University of Houston , Houston, Texas.
Games Health J. 2016 Oct;5(5):342-356. doi: 10.1089/g4h.2016.0035. Epub 2016 Sep 28.
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.
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.
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.
This research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.
健身游戏需要身体运动才能进行,可能是增强青少年身体活动(PA)的有效方法。然而,结果喜忧参半。需要创新方法来开发能够增加并维持身体活动的健身游戏。自我表征化身,即根据个人数字图像创建的化身,可能会在健身游戏过程中增加身体活动(如强度、持续时间)。本文通过描述一款使用自我表征化身进行的健身游戏的开发过程来探讨这一新颖想法。
邀请12至14岁的青少年参与两轮数据收集,根据性别、体重指数和身体活动情况进行分层。每一轮都包括一次在线调查,随后进行电话访谈以确保对调查回复的理解。在第一轮之后,创建了一个健身游戏原型和用于创建自我表征化身的系统。收集第二轮数据以获取信息,用于创建一个功能齐全的健身游戏和化身创建系统。
招募了48名青少年。样本具有多种族特征(41.7%为白人,37.5%为黑人,18.8%为西班牙裔,2.1%为混血/其他)。在第一轮数据收集中有48名青少年获得了完整数据,第二轮中有43名青少年获得了完整数据。青少年提供了有关偏好和期望的重要信息。观察到了性别上的异同。
本研究为如何设计一款由自我表征化身引导的、对青少年有吸引力的健身游戏这一知识体系做出了贡献。