Teen reactions to a self-representational avatar: A qualitative exploration

J Sport Health Sci. 2022 Mar;11(2):157-163. doi: 10.1016/j.jshs.2021.07.004. Epub 2021 Jul 20.

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.

Keywords: Avatar; Exergame; Physical activity; Relatedness; Self-determination theory.

Publication types

  • Research Support, N.I.H., Extramural
  • Research Support, U.S. Gov't, Non-P.H.S.
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Child
  • Humans
  • Pleasure
  • Video Games*