Literature DB >> 19788381

Avatars mirroring the actual self versus projecting the ideal self: the effects of self-priming on interactivity and immersion in an exergame, Wii Fit.

Seung-A Annie Jin1.   

Abstract

As exergames are increasingly being used as an interventional tool to fight the obesity epidemic in clinical studies, society is absorbing their impact to a more intense degree. Interactivity and immersion are key factors that attract exergame consumers. This research asks, What are the effects of priming the actual self versus the ideal self on users' perceived interactivity and immersion in avatar-based exergame playing? and What are important moderators that play a role in exergame users' self-concept perception? To answer these research questions, this study leveraged the Wii's avatar-creating function (Mii Channel) and exergame feature (Wii Fit) in a controlled, randomized experimental design (N = 126). The results of a 2 x 2 factorial design experiment demonstrated the significant main effect of self-priming on interactivity and the moderating role of the actual-ideal self-concept discrepancy in influencing immersion during exergame playing. Game players who created an avatar reflecting the ideal self reported greater perceived interactivity than those who created a replica avatar mirroring the actual self. A two-way ANOVA demonstrated the moderating role of the actual-ideal self-concept discrepancy in determining the effects of the primed regulatory focus on immersion in the exergame play. The underlying theoretical mechanism is derived from and explained by Higgins's self-concept discrepancy perspective. Practical implications for game developers and managerial implications for the exergame industry are discussed.

Entities:  

Mesh:

Year:  2009        PMID: 19788381     DOI: 10.1089/cpb.2009.0130

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  8 in total

Review 1.  Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards.

Authors:  Elizabeth J Lyons
Journal:  Games Health J       Date:  2014-10-20

2.  Development of A Teen-Focused Exergame.

Authors:  Debbe Thompson; Dora Cantu; Madhur Rajendran; Mayur Rajendran; Tanay Bhargava; Yuting Zhang; Cheng Chen; Yan Liu; Zhigang Deng
Journal:  Games Health J       Date:  2016-09-28

3.  A pilot trial of a videogame-based exercise program for methadone maintained patients.

Authors:  Christopher J Cutter; Richard S Schottenfeld; Brent A Moore; Samuel A Ball; Mark Beitel; Jonathan D Savant; Matthew A Stults-Kolehmainen; Christopher Doucette; Declan T Barry
Journal:  J Subst Abuse Treat       Date:  2014-06-10

4.  The process associated with motivation of a home-based Wii Fit exercise program among sedentary African American women with systemic lupus erythematosus.

Authors:  Hon K Yuen; Hazel L Breland; Laura K Vogtle; Katy Holthaus; Diane L Kamen; David Sword
Journal:  Disabil Health J       Date:  2012-09-30       Impact factor: 2.554

5.  Autism and exergaming: effects on repetitive behaviors and cognition.

Authors:  Cay Anderson-Hanley; Kimberly Tureck; Robyn L Schneiderman
Journal:  Psychol Res Behav Manag       Date:  2011-09-16

6.  Neural Correlates of Distorted Self-concept in Individuals With Internet Gaming Disorder: A Functional MRI Study.

Authors:  Min-Kyeong Kim; Young Hoon Jung; Sunghyon Kyeong; Yu-Bin Shin; Eunjoo Kim; Jae-Jin Kim
Journal:  Front Psychiatry       Date:  2018-07-25       Impact factor: 4.157

7.  One Ring Fit to Rule Them All? An Analysis of Avatar Bodies and Customization in Exergames.

Authors:  Sara Czerwonka; Adrian Alvarez; Victoria McArthur
Journal:  Front Psychol       Date:  2021-12-02

8.  Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance.

Authors:  Christian Böffel; Sophie Würger; Jochen Müsseler; Sabine J Schlittmeier
Journal:  Front Psychol       Date:  2022-01-04
  8 in total

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