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首页> 外文期刊>Cyberpsychology, behavior and social networking >Avatars Mirroring the Actual Self versus Projecting the Ideal Self: The Effects of Self-Priming on Interactivity and Immersion in an Exergame, Wii Fit
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Avatars Mirroring the Actual Self versus Projecting the Ideal Self: The Effects of Self-Priming on Interactivity and Immersion in an Exergame, Wii Fit

机译:反映实际自我与投射理想自我的化身:自习对游戏和Wii Fit游戏中互动性和沉浸感的影响

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摘要

As exergames are increasingly being used as an interventional tool to fight the obesity epidemic in clinical studies, society is absorbing their impact to a more intense degree. Interactivity and immersion are key factors that attract exergame consumers. This research asks, What are the effects of priming the actual self versus the ideal self on users' perceived interactivity and immersion in avatar-based exergame playing? and What are important moderators that play a role in exergame users' self-concept perception? To answer these research questions, this study leveraged the Wii's avatar-creating function (Mii Channel) and exergame feature (Wii Fit) in a controlled, randomized experimental design (N=126). The results of a 2×2 factorial design experiment demonstrated the significant main effect of self-priming on interactivity and the moderating role of the actual-ideal self-concept discrepancy in influencing immersion during exergame playing. Game players who created an avatar reflecting the ideal self reported greater perceived interactivity than those who created a replica avatar mirroring the actual self. A two-way ANOVA demonstrated the moderating role of the actual-ideal self-concept discrepancy in determining the effects of the primed regulatory focus on immersion in the exergame play. The underlying theoretical mechanism is derived from and explained by Higgins's self-concept discrepancy perspective. Practical implications for game developers and managerial implications for the exergame industry are discussed.
机译:随着exergames在临床研究中越来越多地被用作对抗肥胖病流行的干预工具,社会正在更加强烈地吸收它们的影响。互动性和沉浸感是吸引游戏玩家的关键因素。这项研究提出,启动真实自我与理想自我对用户感知互动和沉浸在基于化身的游戏中有什么影响?哪些重要的主持人在游戏用户的自我概念感知中发挥作用?为了回答这些研究问题,本研究在受控的随机实验设计中(N = 126)利用了Wii的化身创建功能(Mii Channel)和游戏功能(Wii Fit)。 2×2析因设计实验的结果表明,自启动对交互性具有重要的主要作用,而实际理想的自我概念差异在影响游戏玩法中的沉浸感方面的调节作用。与创建反映真实自我的副本化身的玩家相比,创建反映理想自我的化身的游戏玩家的互动感更高。双向方差分析表明,实际理想的自我概念差异在确定主要监管重点对游戏中沉浸感的影响方面具有调节作用。潜在的理论机制源自希金斯的自我概念差异观点并由其解释。讨论了对游戏开发人员的实际影响以及对游戏外行业的管理影响。

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    Seung-A Annie Jin;

  • 作者单位

    Department of Communication, Boston College, Chestnut Hill, Massachusetts 140 Commonwealth Ave 21 Campanella Way, 543 Chestnut Hill, MA 02467;

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  • 正文语种 eng
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