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ABSTRACT: Introduction
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.Materials and methods
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.Results
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.Conclusion
This research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.
SUBMITTER: Thompson D
PROVIDER: S-EPMC5073236 | biostudies-literature | 2016 Oct
REPOSITORIES: biostudies-literature
Thompson Debbe D Cantu Dora D Rajendran Madhur M Rajendran Mayur M Bhargava Tanay T Zhang Yuting Y Chen Cheng C Liu Yan Y Deng Zhigang Z Deng Zhigang Z
Games for health journal 20160928 5
<h4>Introduction</h4>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 wit ...[more]