首页> 美国卫生研究院文献>Games For Health Journal >Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy
【2h】

Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy

机译:真实感的头像和青少年体育活动:可行性和初步功效

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

>Objective: 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.>Materials and Methods: 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.>Results: 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.>Conclusion: 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.
机译:>目标:具有逼真的头像的Exergames不仅可以增强游戏的动机,而且可以提高游戏的频率,持续时间和强度。本文在一项基于实验室的研究中报道了使用逼真的虚拟人物玩游戏的可行性和初步功效对身体活动(PA)强度的影响。>材料和方法:青少年(12-14岁)是从美国西南部的大都市地区招募。父母提供了书面知情同意书。青少年完成了在线数据收集,在观察到的实验室环境中使用具有真实感的化身玩了一次游戏,然后参加了包括在线问卷调查和电话采访的评估后数据收集。>结果:该程序可行:42在征募的48名青少年中(87.5%),他们完成了所有数据收集活动;在32分中,游戏乐趣为21.9%±8.4;浸入式,满分为88,满分为49.7±15.6;化身识别,满分为68分,满分为43.9±16.5;程序满意度为15.6±3.6,满分为20。客观评估的PA显示,在实验室进行的游戏过程中有15.88分钟(占总时间的74.9%)是在充满活力的PA中;在自主性(ES = 0.45; P = 0.01)和能力(ES = 0.36; P = 0.03)方面,观察到较小的效应量。关联性几乎没有变化(ES = 0.04; P = 0.82)。定性数据确认参与者喜欢用真实感的化身玩游戏,并提供了增强游戏体验的建议。>结论:逼真的头像有望成为增加年轻人中PA的方法。需要进一步的研究以进一步探索其在非实验室环境中对游戏频率,强度和持续时间的影响。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号