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When You Exercise Your Avatar in a Virtual Game: The Role of Avatars' Body Shape and Behavior in Users' Health Behavior

机译:在虚拟游戏中锻炼头像时:头像的身材和行为在用户健康行为中的作用

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We experience virtual worlds as avatars-we dress, move, engage in activities or interact with other users as avatars. Recent studies suggest that embodying an avatar does not only influence users' behavior in a virtual environment, but it can also change users' behavior in reality. However, little has been known about the role of an avatar's appearance in changing users' behavior through embodying the avatar. We investigated how an online game avatar's body shape (obese vs. normal weight) and health behavior (healthy behavior vs. unhealthy behavior) can affect users' health behavior after their virtual experience. Specifically, we conducted a laboratory experiment, and assigned participants to either an obese or a normal-weight avatar in a game. Half of the participants' avatars performed healthy behaviors (engaged in physical activities and vegetable consumption), and the other half of participants performed unhealthy behaviors (engaged in sedentary behavior and binge-eating). After 20-min gameplay, participants were offered a box with high-sugar cookies, and also asked to use an exercising machine. According to the results, the normal avatar's healthy behavior increased participants' exercising behavior (use of the exercising machine). However, the obese avatar's healthy behavior did not. Additional analyses revealed that using an avatar with an unhealthy lifestyle predicted male participants' consumption of high-sugar cookies. The avatar's body shape alone did not independently predict neither participants' exercising behavior nor cookie consumption. Theoretical and practical implications for the use of virtual environments to increase users' health behavior were discussed.
机译:我们将虚拟世界当作化身来体验-我们将虚拟世界打扮,移动,参与活动或与其他用户互动。最近的研究表明,虚拟形象的体现不仅会影响虚拟环境中用户的行为,而且还会改变现实中的用户行为。然而,关于化身的外观在通过体现化身来改变用户的行为中的作用知之甚少。我们研究了在线游戏虚拟角色的身体形态(肥胖与正常体重)和健康行为(健康行为与不健康行为)如何影响用户的虚拟体验后的健康行为。具体来说,我们进行了实验室实验,并在游戏中将参与者分配给肥胖或体重正常的化身。一半的参与者的化身表现出健康的行为(从事体育活动和食用蔬菜),另一半的参与者表现出不健康的行为(从事久坐的行为和暴饮暴食)。在玩了20分钟之后,会为参与者提供一个装有高糖饼干的盒子,并要求他们使用健身器材。根据结果​​,正常化身的健康行为增加了参与者的锻炼行为(使用锻炼机)。但是,肥胖化身的健康行为却没有。进一步的分析表明,使用生活方式不健康的化身可以预测男性参与者食用高糖饼干的情况。仅化身的身体形状不能独立预测参与者的锻炼行为或饼干消耗。讨论了使用虚拟环境提高用户健康状况的理论和实践意义。

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