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Player see, player do: Testing an exergame motivation model based on the influence of the self avatar

机译:玩家看,玩家做:根据自我头像的影响测试游戏前动机模型

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While the benefits of physically immersive video games, or exergames, have witnessed much research attention, less is known about the psychosocial processes that enable exergames to be an effective digital tool. An increasing number of exergames feature in-game graphical representations (avatars) of players and, and research shows that these avatars have the potential to influence self-perceptions. This study proposes an exergame motivation model based on the Social Cognitive Theory (SCT) that explores the impact of avatars on exergame players. The SCT suggests that individuals can learn through an enactive experience, and exergames appear to offer this form of learning through the presence of the player's in game graphical representation (self avatar). 322 participants played an exergame for six sessions that feature self avatars. Structural equation modeling (SEM) results showed a good fit for the proposed exergame motivation model. Through the presence and behavior of the player's self avatar, the player learns by experiencing for himself/herself the results and consequences of his/her behavior within the exergame as he/she identifies with the character. Enjoyment was also found to partially mediate the relationship between identification with the avatar and exergame intention. The proposed exergame motivation model is likely to contribute to a deeper understanding of avatar and exergame effects and inform future research on health gaming interventions. (C) 2016 Elsevier Ltd. All rights reserved.
机译:尽管身临其境的视频游戏或益智游戏的好处引起了很多研究关注,但人们对使益智游戏成为有效数字工具的社会心理过程知之甚少。越来越多的exergames具有游戏中玩家的图形表示(avatar),并且研究表明,这些avatar具有影响自我感知的潜力。这项研究提出了一种基于社会认知理论(SCT)的游戏动机模型,该游戏模型探讨了化身对游戏玩家的影响。 SCT建议人们可以通过积极的经历来学习,而游戏玩法似乎可以通过玩家在游戏中的图形表示形式(自我头像)来提供这种学习形式。 322名参与者玩了6个具有自我头像的游戏。结构方程模型(SEM)结果表明该拟议的游戏动机模型非常合适。通过玩家自我化身的存在和行为,玩家通过自己体验自己在角色游戏中的识别结果来学习自己的行为的结果和后果。还发现享受可以部分地介导与化身的认同和游戏前意图之间的关系。拟议的游戏动机模型可能有助于更深入地了解化身和游戏效应,并为健康游戏干预措施的未来研究提供参考。 (C)2016 Elsevier Ltd.保留所有权利。

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