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Increasing exergame physical activity through self and opponent avatar appearance

机译:通过自我和对手头像的出现增加运动游戏的身体活动

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We investigated how manipulating self and opponent avatar weight (normal vs. obese) affected people's physical activity in real life as they played an exergame. While playing virtual tennis, female players operating a normal weight self avatar were more physically active relative to those using an obese self avatar. Participants physically exerted themselves the most when both self and opponent had normal weight avatars, implying increased physical activity when self and opponent avatars look equally fit. The study also identified conditions that discouraged physical activity (e.g., normal weight self avatar vs. an obese opponent). The findings were congruent with priming and social comparison models, and illustrated how virtual social cues can be leveraged to influence health behaviors via exergames.
机译:我们研究了操纵自我和对手的化身重量(正常vs肥胖)如何在人们玩游戏时影响他们在现实生活中的身体活动。在玩虚拟网球时,相对于使用肥胖自我头像的女性,使用正常体重自我头像的女性运动员的身体活动更为活跃。当自我和对手的体重化身都正常时,参与者的身体活动最多,这意味着当自我和对手的化身看起来同样合适时,他们的体育活动就会增加。这项研究还确定了阻碍体育锻炼的条件(例如,正常体重的自我化身与肥胖的对手)。这些发现与启动和社会比较模型是一致的,并说明了如何利用虚拟社交线索通过益智游戏来影响健康行为。

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