United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
Department of Computer Science, University of Houston, Houston, TX 77204, USA.
J Sport Health Sci. 2022 Mar;11(2):157-163. doi: 10.1016/j.jshs.2021.07.004. Epub 2021 Jul 20.
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.
本研究通过定性探索,展示了青少年(12-14 岁)对使用由玩家多次扫描创建的化身(称为自我表现化身)来玩运动游戏的反应。
在参与 20 分钟的实验室会议(21.2±0.8 分钟,平均值±标准差)后,对青少年进行了游戏后访谈,在该会议中,自我表现化身通过运动游戏进行导航。对 40 名参与者的逐字记录(n=40)进行了由 2 位独立编码员进行的混合主题分析的编码和分析,用于本次二次数据分析。审查了这些代码,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建立了联系,并对他们产生了保护意识,这影响了他们在运动游戏中的行为,并为他们的整体游戏体验做出了贡献。
创建由自我表现化身导航的运动游戏是一种令人愉快的体验,并且影响了游戏玩法。未来的研究应该探索这种方法对游戏频率和强度随时间的影响。