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Flôres F, Silva A, Willig R, Reyes A, Serpa J, Marconcin P, Vieira F, Soares D, Casanova N. Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents. Sports (Basel) 2024; 12:168. [PMID: 38921862 PMCID: PMC11209055 DOI: 10.3390/sports12060168] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/27/2024] [Revised: 06/12/2024] [Accepted: 06/14/2024] [Indexed: 06/27/2024] Open
Abstract
(1) Background: The popularity of motion-sensing computer-based games, like virtual reality (VR) exergames, is increasing among adolescents. However, their efficacy compared to conventional physical training methods remains unclear. This study investigated whether VR exergames produce effects on reaction time (RT) comparable to traditional tennis training in school-aged adolescents. (2) Methods: In total, 130 adolescents (mean age: 15.6 ± 2.0 years; 67 boys: 15.5 ± 2.2 years; 63 girls: 15.7 ± 1.8 years) were recruited in schools and assigned to one of three groups: VR exergame (G1, n = 39), tennis training (G2, n = 25), or control (G3, n = 66). Participants' RTs were evaluated before and after the interventions. G1 engaged in VR exergames for 8 min, G2 underwent traditional tennis training for 30 min, and G3 did not participate in any physical activity. (3) Results: Our results indicated that in G3, girls exhibited slower RTs compared to boys (p < 0.0). No differences were observed in RTs when comparing G1 and G2. (4) Conclusions: Sex appeared to influence RT, with girls showing slower RTs than boys in G3. The findings suggest that VR exergames and traditional tennis training have similar impacts on RT. This indicates the potential of VR exergames as an alternative to conventional physical training for improving RT in adolescents.
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Affiliation(s)
- Fábio Flôres
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Research Center in Sports Performance, Recreation, Innovation and Technology (SPRINT), 4960-320 Melgaco, Portugal
| | - André Silva
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Renata Willig
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Ana Reyes
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Centro de Investigação em Desporto, Educação Física, Exercício e Saúde (CIDEFES), Lusófona University, 1749-024 Lisboa, Portugal
- Centro de Investigação, Formação, Inovação e Intervenção em Desporto (CIFI2D), Porto University, 4099-002 Porto, Portugal
| | - Joana Serpa
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Priscila Marconcin
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
- Faculty of Health Sciences, Universidad Autónoma de Chile, Providencia 7500912, Chile
| | - Fernando Vieira
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
| | - Denise Soares
- Liberal Arts Department, American University of the Middle East, Kuwait City 620000, Kuwait
| | - Nuno Casanova
- Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal; (F.F.); (R.W.); (P.M.)
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2
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Zhang W. Understanding gift-giving in game live streaming on Douyu: An evaluation of PSR/social presence. Front Psychol 2022; 13:953484. [PMID: 36033098 PMCID: PMC9403413 DOI: 10.3389/fpsyg.2022.953484] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2022] [Accepted: 07/13/2022] [Indexed: 11/23/2022] Open
Abstract
In China, live streaming has grown rapidly in recent years, with gift-giving, a unique business model in live streaming, driving the development of many industries. This article explores the association between gift-giving behavior in game live streaming and viewers' live streaming experience. Specifically, this study aims to explore the correlation between Para-social Relationships, Social Presence, and gift-giving in the context of China. Based on the survey and interview of the viewer on Douyu, a Chinese live streaming platform, this study found that there is only a weak to a medium correlation between para-social relationships and viewers' gift-giving behavior. The correlation between social presence and gift-giving was even weaker. Although the conclusion of this study may be affected by the sample size limitation, it can still provide a reference for the current research on gift-giving on Chinese live streaming platforms.
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Alblehai F. Can avatar homophily influence flow and exploratory behaviour of online users? EDUCATION AND INFORMATION TECHNOLOGIES 2022; 27:12363-12379. [PMID: 35668904 PMCID: PMC9143712 DOI: 10.1007/s10639-022-11111-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/14/2022] [Accepted: 05/13/2022] [Indexed: 06/15/2023]
Abstract
Virtual learning environments have been recognized as an area of particular importance by which educators can use to improve desirable learning behaviours. Investigating the impact of different virtual environments on learners' behaviours has become the centre of attention of researchers, especially during COVID-19. The homophily effect of avatar-identity on individuals' perceptions of an environment can be a key for understanding their learning behaviours. This study examined the relationship between key constructs related to avatar homophily (background and attitude) and learners' flow and exploratory behaviour. An online survey was distributed to 157 students (93 males and 64 females with age ranging from 19 to 21 years) who took part in an online learning activity using an avatar-mediated environment (Second Life). The results showed that users' flow experience can be influenced by the function of perceived background and attitude homophily in an avatar-mediated environment. Flow experience was found to mediate the relationship between avatar homophily and learners' exploratory behaviour. This study offers a conceptual understanding of the relationship between homophily and individual's flow state.
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Affiliation(s)
- Fahad Alblehai
- Computer Science Department, Community College, King Saud University, Riyadh, Saudi Arabia
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4
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Baysden E, Mendoza N, Callender C, Deng Z, Thompson D. Teen reactions to a self-representational avatar: A qualitative exploration. JOURNAL OF SPORT AND HEALTH SCIENCE 2022; 11:157-163. [PMID: 34293497 PMCID: PMC9068574 DOI: 10.1016/j.jshs.2021.07.004] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/09/2020] [Revised: 02/18/2021] [Accepted: 04/25/2021] [Indexed: 06/13/2023]
Abstract
PURPOSE This research presents findings from a qualitative exploration of the reactions of adolescents (12-14 years old) to navigating an exergame with an avatar created from multiple scans of the player (referred to as a self-representational avatar). METHODS Post-gameplay interviews were conducted with adolescents following participation in a 20-min laboratory session (21.2 ± 0.8 min, mean ± SD) where the self-representational avatar was navigated through an exergame. Verbatim transcripts (n = 40) were coded and analyzed by 2 independent coders using hybrid thematic analysis for this secondary data analysis. Codes were reviewed to identify themes representing adolescents' reactions. RESULTS Four themes emerged. Adolescents connected with their avatars and felt protective toward them, which influenced their actions in the exergame and contributed to their overall game enjoyment. CONCLUSION Creating exergames navigated by a self-representational avatar was an enjoyable experience and influenced gameplay. Future research should explore the effect of this approach on gameplay frequency and intensity over time.
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Affiliation(s)
- Emily Baysden
- United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA
| | - Ninna Mendoza
- United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA
| | - Chishinga Callender
- United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA
| | - Zhigang Deng
- Department of Computer Science, University of Houston, Houston, TX 77204, USA
| | - Debbe Thompson
- United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
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Lee KM, Sah YJ. Cultural Differences in Digital Game Experiences. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2022. [DOI: 10.4018/ijgcms.313186] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
The literature proposes that East Asians have a holistic view focusing on both salient objects and their backgrounds, whereas Westerners maintain an analytic view paying attention to focal objects and their attributes. Moreover, East Asians stress interdependency of self, while Westerners emphasize independency of self. The current study examined how cultural differences in world views and self-construals influence players' digital game experience, including visual attention, avatar identification, sense of agency, and spatial presence. Supporting the hypotheses, results showed that South Korean participants, compared to European participants, did pay greater attention to background objects, feel greater spatial presence, and lower agency over their avatar. Participants also differed in the association between spatial presence and enjoyment: spatial presence positively predicted enjoyment for South Korean participants, but not for European participants. Theoretical and practical implications of the study are discussed.
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Liao Y, Lin B, Zhou H, Yang X. The Power of Unrequited Love: The Parasocial Relationship, Trust, and Organizational Identification Between Middle-Level Managers and CEOs. Front Psychol 2021; 12:689511. [PMID: 34566768 PMCID: PMC8461072 DOI: 10.3389/fpsyg.2021.689511] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/01/2021] [Accepted: 08/05/2021] [Indexed: 11/16/2022] Open
Abstract
Previous studies have found that CEOs manage their firms through traditional methods such as leadership and management practices. In this study, we investigate how the parasocial relationship (PSR) between middle-level managers and CEOs affects the organizational trust and the organizational identification (OI) of middle managers. We find that the PSR between middle managers and CEOs has a positive effect on the OI of middle managers, which is mediated by the organizational trust of middle managers. Purpose: Middle managers and CEOs are the key components of a firm and are crucial to firm strategies and control systems. Middle managers play a vital role in information transmission like in the organizational hierarchy while CEOs influence low-level employees through middle managers. In this study, we investigate how the PSR between middle managers and CEOs affects organizational trust and OI. Design/Methodology: In this study, the data concerning OI, integrity perception, and organizational trust are derived from a survey conducted by the internal control research group of the China Securities Regulatory Commission (CSRC). The research group began the survey on September 5, 2014, for the firms listed in the A-share market, accounting firms with securities and future practice qualifications, and institutional investors through the accounting department of the CSRC, the Shanghai Stock Exchange, the Shenzhen Stock Exchange, and the Asset Management Association of China. The research group members surveyed 2,536 A-share firms listed on the Shanghai Stock Exchange and Shenzhen Stock Exchange. As of October 31, 2014, 2,154 sets of questionnaires with a total of 12,551 questionnaires were received, with a response rate of 84.95%. The financial and accounting data are from the China Stock Market and Accounting Research (CSMAR) database. Findings: We find that the PSR between middle managers and CEOs has a positive effect on the OI of middle managers, which is mediated by the organizational trust of middle managers. This study extends the application of the parasocial interaction (PSI) theory, organizational trust theory, and social identity theory in listed firms. Practical Implication: There are practical implications for internal relationship management, corporate governance, and performance management. CEOs should value the influence of organizational trust and improve his/her own social and work abilities on middle-level managers as the organizational trust of middle-level managers has a significant positive impact on their sense of responsibility, ethical behavior, organizational commitment, job satisfaction, and performance. CEOs should adopt various methods to influence different managers because organizational trust mediates the relationship between the PSR and OI. Originality/Value: Our study is one of the first attempts to apply the PSI theory to the corporate world. Given the dynamics of present-day markets and changing stakeholder demands, there is little insight into how this relationship affects organizational health and functioning. Much less what a PSR between CEO and middle management looks like in practice. Our study attempts to fill the gap by investigating how CEOs might come to affect middle managers through their practices and behaviors.
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Affiliation(s)
- Youliang Liao
- School of Business, Sun Yat-sen University, Guangzhou, China.,Robert C. Vackar College of Business & Entrepreneurship, University of Texas Rio Grande Valley, Edinburg, TX, United States.,NUS Business School, National University of Singapore, Singapore, Singapore.,Center for Accounting, Finance and Institutions, Sun Yat-sen University, Guangzhou, China
| | - Bin Lin
- School of Business, Sun Yat-sen University, Guangzhou, China.,Center for Accounting, Finance and Institutions, Sun Yat-sen University, Guangzhou, China
| | - Haiyan Zhou
- Robert C. Vackar College of Business & Entrepreneurship, University of Texas Rio Grande Valley, Edinburg, TX, United States
| | - Xi Yang
- China Institute for Small and Medium Enterprises, Zhejiang University of Technology, Hangzhou, China
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The one-and-a-half sided parasocial relationship: The curious case of live streaming. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100150] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022] Open
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8
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Sah YJ, Rheu M, Ratan R. Avatar-User Bond as Meta-Cognitive Experience: Explicating Identification and Embodiment as Cognitive Fluency. Front Psychol 2021; 12:695358. [PMID: 34305752 PMCID: PMC8295602 DOI: 10.3389/fpsyg.2021.695358] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 06/09/2021] [Indexed: 11/18/2022] Open
Abstract
Scholars have not reached an agreement on a theoretical foundation that underlies the psychological effects of avatar use on users. One group of scholars focuses on the perceptual nature of avatar use, proposing that perceiving the self-being represented by a virtual representation leads to the effects (i.e., Proteus effect). Another group suggests that social traits in avatars prime users causing them to behave in accordance with the social traits (i.e., priming effects). We combine these two theoretical explanations and present an alternative approach, hinging on a concept of meta-cognitive experience. The psychological mechanism of the avatar-user bond is explicated in terms of cognitive fluency, a type of meta-cognitive experience reflecting an awareness of how readily or easily information is processed. Under this explication, two concepts related to avatar-user bond, identification and embodiment, are understood as the meta-cognitive experience of cognitive fluency at the level of one’s identity and physical body, respectively. Existing empirical evidence on avatar effects is revisited to explore how this new theoretical framework can be applied.
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Affiliation(s)
- Young June Sah
- School of Media, Arts, and Science, Sogang University, Seoul, South Korea
| | - Minjin Rheu
- Department of Media and Information, Michigan State University, East Lansing, MI, United States
| | - Rabindra Ratan
- Department of Media and Information, Michigan State University, East Lansing, MI, United States
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9
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Biased by being there: The persuasive impact of spatial presence on cognitive processing. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106723] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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10
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Mehta P, Moore SL, Bull S, Kwan BM. Building MedVenture - A mobile health application to improve adolescent medication adherence - Using a multidisciplinary approach and academic-industry collaboration. Digit Health 2021; 7:20552076211019877. [PMID: 34104467 PMCID: PMC8145584 DOI: 10.1177/20552076211019877] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2020] [Accepted: 05/01/2021] [Indexed: 02/05/2023] Open
Abstract
Objective Mobile health (mHealth) tools are increasingly used to support medication adherence yet few have been designed specifically for the pediatric population. This paper describes the development of a medication adherence application (MedVenture) using the integration of patient and healthcare provider input, health behavior theory, and user engagement strategies for adolescents with chronic gastrointestinal disease. Methods MedVenture was created by a multidisciplinary research team consisting of a gastroenterologist, a social health psychologist, software developers, and digital health researchers. Healthcare providers and adolescent patients were interviewed to identify barriers to medication adherence, explore ways that technologies could best support medication adherence for both patients and providers, and determine user requirements and core design features for a digital health tool. Intervention mapping was used to match themes from qualitative content analysis to known efficacious adherence strategies, according to a conceptual framework based on self-determination theory. Iterative design with review by the research team and two rounds of user testing informed the final prototype. Results Three themes were identified from content analysis: 1) lack of routine contributes to nonadherence, 2) adolescents sometimes purposefully forgo medications, and 3) healthcare providers would prefer a tool that promotes patient self-management rather than one that involves patient-provider interaction. These findings, combined with evidence-based adherence and user engagement strategies, resulted in the development of MedVenture – a game-based application to improve planning and habit formation. Conclusions Academic-industry collaboration incorporating stakeholders can facilitate the development of mobile health tools designed specifically for adolescents with chronic disease.
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Affiliation(s)
- Pooja Mehta
- Department of Pediatrics, Children's Hospital Colorado, University of Colorado School of Medicine, Aurora, CO, USA
| | - Susan L Moore
- Department of Community and Behavioral Health, Colorado School of Public Health, University of Colorado Anschutz Medical Campus, Aurora, CO, USA
| | - Sheana Bull
- Department of Community and Behavioral Health, Colorado School of Public Health, University of Colorado Anschutz Medical Campus, Aurora, CO, USA
| | - Bethany M Kwan
- Department of Family Medicine, University of Colorado School of Medicine, Aurora, CO, USA
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11
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Loewen MGH, Burris CT, Nacke LE. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. Front Psychol 2021; 11:1902. [PMID: 33519565 PMCID: PMC7844083 DOI: 10.3389/fpsyg.2020.01902] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2020] [Accepted: 07/10/2020] [Indexed: 11/13/2022] Open
Abstract
In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar creation style and completed a values measure from three different perspectives: their actual, ideal, and ought selves. The average actual/ideal values discrepancy was greater among those who preferred idealized avatars vs. those who preferred realistic avatars. The average actual/ought values discrepancy was greater among those who preferred completely different avatars (i.e., fantasy/role-players) vs. those who preferred realistic avatars. These results, therefore, offer additional evidence that self-discrepancy theory is a useful framework for understanding avatar preferences.
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Affiliation(s)
- Mitchell G H Loewen
- Department of Psychology, University of Waterloo, Waterloo, ON, Canada.,HCI Games Group, The Games Institute, University of Waterloo, Waterloo, ON, Canada
| | | | - Lennart E Nacke
- HCI Games Group, The Games Institute, University of Waterloo, Waterloo, ON, Canada.,Department of Communication Arts & Stratford School of Interaction Design and Business, University of Waterloo, Waterloo, ON, Canada
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12
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Völter C, Schirmer C, Röber M, Hinsen D, Dazert S, Bilda K. [New ways in hearing rehabilitation after cochlear implantation]. HNO 2021; 69:42-51. [PMID: 32856120 PMCID: PMC7806537 DOI: 10.1007/s00106-020-00914-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/29/2022]
Abstract
INTRODUCTION After cochlear implantation, auditory and speech training is usually necessary. Up until now, this has been performed on an out- or inpatient basis in direct contact with a therapist. Due to technical advances but also particularly because of an increasing use of digital media and a desire for mobility and independence, the demand for digital training programs is increasing in the field of hearing rehabilitation. MATERIALS AND METHODS In a first step, the most important elements of auditory training were determined on the basis of commonly used auditory and speech processing models, and the core features of a computer-based teletherapeutic hearing platform were defined. This process considered motivational elements and adaptive mechanisms as regularly used in educational and speech and language therapy. In a second step, an initial prototype of the "train2hear" teletherapeutic hearing platform was developed by an interdisciplinary research team. RESULTS The core of the train2hear platform is an initial analysis according to the International Classification of Functioning, Disability, and Health (ICF), on the basis of which an individual training plan is designed. Various adaptive mechanisms enable the level of difficulty to be continually adapted to the individual user's learning progress. A videoconference tool enables contact between the patient and the therapist. CONCLUSION The train2hear platform represents a first prototype of a computer-based auditory rehabilitation program in German. Further evaluation and development in a clinical study are needed to determine the feasibility and efficacy of the platform.
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Affiliation(s)
- C Völter
- Klinik für Hals‑, Nasen- und Ohrenheilkunde, Kopf- und Halschirurgie der Ruhr-Universität Bochum, Katholisches Klinikum Bochum gGmbh, Bleichstr. 15, 44787, Bochum, Deutschland.
| | - C Schirmer
- Klinik für Hals‑, Nasen- und Ohrenheilkunde, Kopf- und Halschirurgie der Ruhr-Universität Bochum, Katholisches Klinikum Bochum gGmbh, Bleichstr. 15, 44787, Bochum, Deutschland.,Kampmann Hörsysteme, Bochum, Deutschland
| | - M Röber
- Hochschule für Gesundheit (hsg), Bochum, Deutschland
| | - D Hinsen
- Hochschule für Gesundheit (hsg), Bochum, Deutschland
| | - S Dazert
- Klinik für Hals‑, Nasen- und Ohrenheilkunde, Kopf- und Halschirurgie der Ruhr-Universität Bochum, Katholisches Klinikum Bochum gGmbh, Bleichstr. 15, 44787, Bochum, Deutschland
| | - K Bilda
- Hochschule für Gesundheit (hsg), Bochum, Deutschland
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13
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Silva LMD, Flôres FS, Matheus SC. Can exergames be used as an alternative to conventional exercises? MOTRIZ: REVISTA DE EDUCACAO FISICA 2021. [DOI: 10.1590/s1980-65742021019720] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
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14
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AYTULUN G, BÜYÜKŞAHİN SUNAL A. Medya karakterleriyle kurulan parasosyal etkileşim. PSIKIYATRIDE GUNCEL YAKLASIMLAR - CURRENT APPROACHES IN PSYCHIATRY 2020. [DOI: 10.18863/pgy.688117] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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15
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Peck TC, Tutar A. The Impact of a Self-Avatar, Hand Collocation, and Hand Proximity on Embodiment and Stroop Interference. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:1964-1971. [PMID: 32070969 DOI: 10.1109/tvcg.2020.2973061] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Understanding the effects of hand proximity to objects and tasks is critical for hand-held and near-hand objects. Even though self-avatars have been shown to be beneficial for various tasks in virtual environments, little research has investigated the effect of avatar hand proximity on working memory. This paper presents a between-participants user study investigating the effects of self-avatars and physical hand proximity on a common working memory task, the Stroop interference task. Results show that participants felt embodied when a self-avatar was in the scene, and that the subjective level of embodiment decreased when a participant's hands were not collocated with the avatar's hands. Furthermore, a participant's physical hand placement was significantly related to Stroop interference: proximal hands produced a significant increase in accuracy compared to non-proximal hands. Surprisingly, Stroop interference was not mediated by the existence of a self-avatar or level of embodiment.
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Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar. SUSTAINABILITY 2020. [DOI: 10.3390/su12051998] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Online gaming is consistently changing with the use of new technologies and seen as making an impact on consumers’ sustainable lifestyles. The gaming avatars have influenced low avatar identification players to engage in physical and learning activities through massively multiplayer online (MMO) game genre. The fundamental purpose of the study is to classify the association of an avatar with consumer’s behavioural intention for exercise and to consume healthy food. This study incorporates three theories: social cognitive theory (SCT), social determination theory (SDT) and player-avatar identification (PAI) theory to determine its four dimensions’ impact on exercise and healthy food intention to attain a sustainable healthy lifestyle. SCT is related to human cognitive behaviour in the light of immersive experience, self-presence, and enjoyment. SDT related to the physical aspects of consumers that are exercise intention and consumption of healthy food. The results have shown that immersive experience, self-presence and enjoyment do impact the consumer’s behavioural intention towards an individual’s sustainability.
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17
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The interaction of contextual realism and fantasy tendency on aggressive behavior following violent video game play: An indirect test of violent content effects. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.04.006] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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18
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Huang HC, Nguyen HV, Cheng T, Wong MK, Chiu HY, Yang YH, Teng CI. A Randomized Controlled Trial on the Role of Enthusiasm About Exergames: Players' Perceptions of Exercise. Games Health J 2019; 8:220-226. [DOI: 10.1089/g4h.2018.0057] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Affiliation(s)
- Han-Chung Huang
- Intelligent Electronic Commerce Research Center, National Sun Yat-sen University, Kaohsiung, Taiwan
| | - Huynh Van Nguyen
- Graduate Institute of Business and Management, Chang Gung University, Taoyuan, Taiwan
| | - T.C.E. Cheng
- Fung Yiu King–Wing Hang Bank Professor in Business Administration, Department of Logistics and Maritime Studies, Faculty of Business, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - May-Kuen Wong
- Taoyuan Branch, Chang Gung Memorial Hospital, Taoyuan, Taiwan
| | - Hsin-Ying Chiu
- Department of Public Finance, National Taipei University, Taipei, Taiwan
| | - Ya-Hui Yang
- Institute of Health Policy and Management, National Taiwan University, Taipei, Taiwan
| | - Ching-I Teng
- Graduate Institute of Business and Management, Chang Gung University, Taoyuan, Taiwan
- Department of Rehabilitation, Chang Gung Memorial Hospital, Linkou, Taoyuan, Taiwan
- Department of Business and Management, Ming Chi University of Technology, Taishan, Taiwan
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Moses JF, Dwyer PC, Fuglestad P, Kim J, Maki A, Snyder M, Terveen L. Encouraging online engagement: The role of interdependent self-construal and social motives in fostering online participation. PERSONALITY AND INDIVIDUAL DIFFERENCES 2018. [DOI: 10.1016/j.paid.2017.06.035] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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Thompson DI, Cantu D, Callender C, Liu Y, Rajendran M, Rajendran M, Zhang Y, Deng Z. Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy. Games Health J 2018; 7:143-150. [PMID: 29406774 PMCID: PMC5905941 DOI: 10.1089/g4h.2017.0103] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
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.
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Affiliation(s)
- Deborah I. Thompson
- USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Dora Cantu
- USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Chishinga Callender
- USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Yan Liu
- Department of Medicine–Gastroenterology and Hepatology, Baylor College of Medicine, Houston, Texas
| | - Mayur Rajendran
- Department of Computer Science, University of Houston, Houston, Texas
| | - Madhur Rajendran
- Department of Computer Science, University of Houston, Houston, Texas
| | - Yuting Zhang
- Department of Computer Science, University of Houston, Houston, Texas
| | - Zhigang Deng
- Department of Computer Science, University of Houston, Houston, Texas
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Huang HC, Wong MK, Lu J, Huang WF, Teng CI. Can using exergames improve physical fitness? A 12-week randomized controlled trial. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.12.086] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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Warden CA, Stanworth JO, Chang CC. Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom? COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.07.033] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Thompson D, Cantu D, Rajendran M, Rajendran M, Bhargava T, Zhang Y, Chen C, Liu Y, Deng Z. Development of A Teen-Focused Exergame. Games Health J 2016; 5:342-356. [PMID: 27680385 DOI: 10.1089/g4h.2016.0035] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
INTRODUCTION Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar. MATERIALS AND METHODS Twelve- to 14-year-olds, stratified by gender, body mass index, and PA, were invited to participate in two rounds of data collection. Each round consisted of an online survey, followed by a telephone interview to ensure comprehension of survey responses. After the first round, an Exergame prototype and the system for creating the self-representational avatar were created. A second round of data was collected to obtain information with which to create a fully functional Exergame and the avatar creation system. RESULTS Forty-eight teens were recruited. The sample was multi-ethnic (41.7% White, 37.5% Black, 18.8% Hispanic, 2.1% Mixed/Other). Complete data were obtained on 48 teens in the first round of data collection and on 43 teens in the second round. Teens provided important information regarding preferences and expectations. Gender similarities and differences were observed. CONCLUSION This research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.
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Affiliation(s)
- Debbe Thompson
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Dora Cantu
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Madhur Rajendran
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Mayur Rajendran
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Tanay Bhargava
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Yuting Zhang
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Cheng Chen
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Yan Liu
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Zhigang Deng
- 2 Department of Computer Science, University of Houston , Houston, Texas
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Nguyen HV, Huang HC, Wong MK, Lu J, Huang WF, Teng CI. Double-edged sword: The effect of exergaming on other forms of exercise; a randomized controlled trial using the self-categorization theory. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.04.030] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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Celebrity's self-disclosure on Twitter and parasocial relationships: A mediating role of social presence. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.083] [Citation(s) in RCA: 129] [Impact Index Per Article: 16.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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Player see, player do: Testing an exergame motivation model based on the influence of the self avatar. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.02.034] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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Huang LY, Yeh YC. Mediated enactive experience versus perceived mastery experience: An enhancing mechanism versus a mediator of character attachment and internal political efficacy in serious games. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.10.029] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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Chou EY. What's in a name? The toll e-signatures take on individual honesty. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2015. [DOI: 10.1016/j.jesp.2015.07.010] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Abstract
A recent Bureau of Labor Statistics study reported Americans spend more time watching television than engaging in interpersonal activities. At the same time, television content is increasing in both complexity and quality, and important questions are emerging. With viewers spending increased time with television content through omnipresent screens and always-on mobile devices, and with the content becoming more compelling, are media effects changing? This study takes a fresh look at the deep relationships audiences have with today's complex television characters and the ultimate effects of those relationships by exploring parasocial interactions and relationships from an intrapersonal perspective. In this survey, we found compelling evidence that viewers use parasocial relationships to maintain relationships with television characters, keep conflict alive, undergo catharsis, and develop a better understanding of themselves and their viewpoints.
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Affiliation(s)
- T. Phillip Madison
- Department of Mass Communication, Stephen F. Austin State University, Nacogdoches, TX, USA
| | - Lance V. Porter
- Manship School of Mass Communication, Louisiana State University, LA, USA
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Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.02.011] [Citation(s) in RCA: 69] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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Hooi R, Cho H. Avatar-driven self-disclosure: The virtual me is the actual me. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.06.019] [Citation(s) in RCA: 27] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.03.059] [Citation(s) in RCA: 41] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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An epidemiological assessment of online groups and a test of a typology: What are the (dis)similarities of the online group types? COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2013.10.021] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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Pessoa TM, Coutinho DS, Pereira VM, Ribeiro NPDO, Nardi AE, Silva ACDOE. The Nintendo Wii as a tool for neurocognitive rehabilitation, training and health promotion. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2013.10.025] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Li BJ, Lwin MO, Jung Y. Wii, Myself, and Size: The Influence of Proteus Effect and Stereotype Threat on Overweight Children's Exercise Motivation and Behavior in Exergames. Games Health J 2014. [PMID: 26197254 DOI: 10.1089/g4h.2013.0081] [Citation(s) in RCA: 21] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE Exercise-based videogames, or exergames, provide a promising and novel way to improve exercise attitudes and behavior among overweight children. These digital interventions often allow for customizations of player characters and weave in narratives and goals. Theoretically, the presence of visual identity cues (e.g., avatars) and social category cues (e.g., stereotypes) within the virtual gaming environment are likely to motivate a player's exercise attitudes and behavior in various ways. This study examined the effects of both visual cues (via the Proteus effect) and social cues (via stereotype threat) on overweight children's exercise attitudes and game performance in a virtual running game. SUBJECTS AND METHODS A 2 (avatar body size: Normal versus overweight)×2 (stereotype threat: Present versus absent) factorial design experiment was conducted with 140 overweight children between 9 to 12 years of age. Dependent variables measured were participants' exercise attitudes, exercise motivation, exercise motivation with regard to the Nintendo(®) (Kyoto, Japan) Wii™, and their in-game performance. RESULTS Multivariate analysis of covariance tests showed that overweight children assigned to avatars of normal body size scored significantly better on all four variables compared with those assigned to avatars of large body size, whereas overweight children assigned to a stereotype threat absent condition scored significantly better on three of the four variables compared with those assigned to a stereotype threat present condition. CONCLUSIONS Using avatars with normal body size and not being subjected to stereotypical messages has the potential to increase the effectiveness of exergames among overweight children. Exergame developers should consider designing avatars that are slim and toned and set "weight neutral" goals and challenges. These may provide more motivation and yield greater attitudinal and behavioral changes among overweight children.
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Affiliation(s)
- Benjamin J Li
- 1 Division of Communication Research, School of Communication and Information, Nanyang Technological University , Singapore
| | - May O Lwin
- 2 Division of Public and Promotional Communication, School of Communication and Information, Nanyang Technological University , Singapore
| | - Younbo Jung
- 1 Division of Communication Research, School of Communication and Information, Nanyang Technological University , Singapore
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Kastenmüller A, Greitemeyer T, Fairclough S, Waite D, Fischer P. Playing Exergames and Sporting Activity. SOCIAL PSYCHOLOGY 2013. [DOI: 10.1027/1864-9335/a000111] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Abstract
Three studies were performed to investigate how identification with an exergame character increases motivation to perform physical activity and, in turn, actual physical activity. Study 1 showed that the extent to which players identified with their game character positively correlated with motivation to perform physical activity. Study 2 indicated that participants who were asked to write down similarities (high identification) compared with differences (low identification) between themselves and their exergame character strengthened their motivation to perform physical activity. Study 3 suggested that playing with a game character that looked similar to one’s own appearance (vs. controls) was accompanied by increased motivation to perform physical activity and a higher level of actual physical activity 1 week later. The level of physical activity required by an exergame had no significant influence on our results.
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Behm-Morawitz E. Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. COMPUTERS IN HUMAN BEHAVIOR 2013. [DOI: 10.1016/j.chb.2012.07.023] [Citation(s) in RCA: 79] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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De Backer CJS. Blinded by the Starlight: An Evolutionary Framework for Studying Celebrity Culture and Fandom. REVIEW OF GENERAL PSYCHOLOGY 2012. [DOI: 10.1037/a0027909] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Seeing is believing. Historically, print media has used visual illustrations to add credibility to their texts. The power of visuals is indeed stronger than the power of words. Even though pictures can be manipulated to not portraying any truth, we more easily believe what we see, compared with what we hear or what we read. Visual representations of reality create the false belief as if we witness the situation; an eye-witness perception translates into an I-witness emotional response. From an evolutionarily point of view, this can be labeled as a mismatch outcome of evolved psychological mechanisms. Adaptations to deal with situations that existed in our evolutionary past are being triggered by modern artifacts that might not be fitness-relevant themselves, but look a lot like fitness-relevant cues from the past. A classic example is, for instance, a fear reaction upon encountering a water hose that looks a lot like a snake. In a similar fashion, pictures, being visual representations of the world, look a lot like personal perceptions of the real world and might trigger mental mechanisms to deal with problems associated with this world. Applying this to understand the worship of stars, the author explains how mainly visual stimuli contribute to the formation of parasocial (one way) bonds between stars and their audience. The author draws on theories from the social sciences (communication studies, politics, and sociology), psychology, economics, and evolutionary biology, first to explain the field of celebrity or star studies, second to address the importance of visuals in the production of stars, and finally to explore why audiences worldwide tend to become emotionally involved with individuals they encounter on screens, with whom any form (or possibility of) physical interaction is highly unlikely.
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Effects of screen size, viewing angle, and players’ immersion tendencies on game experience. COMPUTERS IN HUMAN BEHAVIOR 2012. [DOI: 10.1016/j.chb.2011.11.007] [Citation(s) in RCA: 113] [Impact Index Per Article: 9.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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Anderson-Hanley C, Snyder AL, Nimon JP, Arciero PJ. Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults. Clin Interv Aging 2011; 6:275-80. [PMID: 22087067 PMCID: PMC3212419 DOI: 10.2147/cia.s25337] [Citation(s) in RCA: 52] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2011] [Indexed: 11/23/2022] Open
Abstract
This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a "cybercycle;" a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts) was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness) × time (pre- to post-avatar) interaction (F[1,12] = 13.1, P = 0.003). Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort.
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Affiliation(s)
- Cay Anderson-Hanley
- Healthy Aging and Neuropsychology Lab, Department of Psychology, Union College, Schenectady, NY 12308, USA.
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Jin SAA. “I Feel More Connected to the Physically Ideal Mini Me than the Mirror-Image Mini Me”: Theoretical Implications of the “Malleable Self” for Speculations on the Effects of Avatar Creation on Avatar–Self Connection in Wii. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2010; 13:567-70. [DOI: 10.1089/cyber.2009.0243] [Citation(s) in RCA: 42] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Seung-A Annie Jin
- Department of Communication, Boston College, Chestnut Hill, Massachusetts
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Jin SAA. Effects of 3D Virtual Haptics Force Feedback on Brand Personality Perception: The Mediating Role of Physical Presence in Advergames. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2010; 13:307-11. [DOI: 10.1089/cyber.2009.0098] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Seung-A Annie Jin
- Department of Communication, Boston College, Chestnut Hill, Massachusetts
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