1 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
2 Department of Medicine-Gastroenterology and Hepatology, Baylor College of Medicine , Houston, Texas.
Games Health J. 2018 Apr;7(2):143-150. doi: 10.1089/g4h.2017.0103. Epub 2018 Feb 6.
Exergames played with a photorealistic avatar may enhance motivation to play, in addition to frequency, duration, and intensity of game-play. This article reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity (PA) intensity in a laboratory-based study.
Teens (12-14 years old) were recruited from a large, metropolitan area of the southwestern United States. Parents provided written informed consent. Teens completed online data collection, played an exergame with a photorealistic avatar in an observed laboratory setting, and then participated in postassessment data collection that included online questionnaires and a telephone interview.
The program was feasible: 42 out of 48 teens recruited (87.5%) completed all data collection activities; game enjoyment was 21.9 ± 8.4 out of possible score of 32; immersion, 49.7 ± 15.6 out of a possible score of 88; avatar identification, 43.9 ± 16.5 out of a possible score of 68; and program satisfaction, 15.6 ± 3.6 out of possible score of 20. Objectively assessed PA indicated that 15.88 minutes of the laboratory-based gameplay session (74.9% of total time) was in vigorous PA; small effect sizes were observed in autonomy (ES = 0.45; P = 0.01) and competence (ES = 0.36; P = 0.03). Little change was observed in relatedness (ES = 0.04; P = 0.82) Qualitative data confirmed participants enjoyed playing the game with a photorealistic avatar and provided suggestions to enhance the gameplay experience.
Playing an exergame with a photorealistic avatar holds promise as a method for increasing PA among youth. Additional research is needed to further explore its effects on gameplay frequency, intensity, and duration in nonlaboratory setting.
与拟真化身互动的运动游戏除了能提高游戏的频率、时长和强度外,还可能会提高参与度。本文报告了一项基于实验室研究中,使用拟真化身的运动游戏对青少年身体活动(PA)强度的可行性和初步效果。
从美国西南部一个大型城市地区招募青少年(12-14 岁)。家长提供书面知情同意书。青少年在线完成数据收集,在观察性实验室环境中玩具有拟真化身的运动游戏,然后参与后续评估数据收集,包括在线问卷和电话访谈。
该计划是可行的:48 名招募的青少年中有 42 名(87.5%)完成了所有数据收集活动;游戏享受度得分为 21.9±8.4(满分 32 分);沉浸感得分为 49.7±15.6(满分 88 分);化身识别度得分为 43.9±16.5(满分 68 分);对计划的满意度得分为 15.6±3.6(满分 20 分)。客观评估的 PA 表明,实验室游戏环节的 15.88 分钟(总时间的 74.9%)为剧烈 PA;自主性(ES=0.45;P=0.01)和能力感(ES=0.36;P=0.03)方面观察到较小的效果量。关联性变化不大(ES=0.04;P=0.82)。定性数据证实参与者喜欢与拟真化身玩游戏,并提供了增强游戏体验的建议。
与拟真化身互动的运动游戏有望成为增加青少年 PA 的一种方法。需要进一步研究来进一步探索其在非实验室环境中对游戏频率、强度和时长的影响。