Literature DB >> 27680385

Development of A Teen-Focused Exergame.

Debbe Thompson1, Dora Cantu1, Madhur Rajendran2, Mayur Rajendran2, Tanay Bhargava2, Yuting Zhang2, Cheng Chen2, Yan Liu1, Zhigang Deng2.   

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.

Entities:  

Keywords:  Adolescents; Avatars; Exergame; Physical activity; Self Determination Theory; Virtual world

Year:  2016        PMID: 27680385      PMCID: PMC5073236          DOI: 10.1089/g4h.2016.0035

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  26 in total

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Authors:  M I Goran; M S Treuth
Journal:  Pediatr Clin North Am       Date:  2001-08       Impact factor: 3.278

2.  The Power of the Virtual Ideal Self in Weight Control: Weight-Reduced Avatars Can Enhance the Tendency to Delay Gratification and Regulate Dietary Practices.

Authors:  Hsu-Chan Kuo; Chun-Chia Lee; Wen-Bin Chiou
Journal:  Cyberpsychol Behav Soc Netw       Date:  2015-11-06

Review 3.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

4.  Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

Authors:  Wei Peng; Jih-Hsuan Lin; Julia Crouse
Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-06-13

5.  Physical activity, TV viewing, and weight in U.S. youth: 1999 Youth Risk Behavior Survey.

Authors:  Joey C Eisenmann; R Todd Bartee; Min Qi Wang
Journal:  Obes Res       Date:  2002-05

6.  Relationship of physical activity and television watching with body weight and level of fatness among children: results from the Third National Health and Nutrition Examination Survey.

Authors:  R E Andersen; C J Crespo; S J Bartlett; L J Cheskin; M Pratt
Journal:  JAMA       Date:  1998-03-25       Impact factor: 56.272

7.  Prevalence of overweight and obesity in the United States, 1999-2004.

Authors:  Cynthia L Ogden; Margaret D Carroll; Lester R Curtin; Margaret A McDowell; Carolyn J Tabak; Katherine M Flegal
Journal:  JAMA       Date:  2006-04-05       Impact factor: 56.272

8.  Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review.

Authors:  Yan Liang; Patrick W C Lau
Journal:  Games Health J       Date:  2014-04-17

9.  Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

Authors:  Debbe Thompson; Tom Baranowski; Richard Buday; Janice Baranowski; Victoria Thompson; Russell Jago; Melissa Juliano Griffith
Journal:  Simul Gaming       Date:  2010-08-01

10.  How avatar customizability affects children's arousal and subjective presence during junk food-sponsored online video games.

Authors:  Rachel Bailey; Kevin Wise; Paul Bolls
Journal:  Cyberpsychol Behav       Date:  2009-06
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  3 in total

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

Authors:  Emily Baysden; Ninna Mendoza; Chishinga Callender; Zhigang Deng; Debbe Thompson
Journal:  J Sport Health Sci       Date:  2021-07-20       Impact factor: 13.077

2.  A Prototype Exercise-Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases.

Authors:  Carol S Bruggers; Sabrina Baranowski; Mathew Beseris; Rachel Leonard; Derek Long; Elizabeth Schulte; Ashton Shorter; Rowan Stigner; Clinton C Mason; Alisa Bedrov; Ian Pascual; Grzegorz Bulaj
Journal:  Front Pediatr       Date:  2018-04-09       Impact factor: 3.418

3.  Building MedVenture - A mobile health application to improve adolescent medication adherence - Using a multidisciplinary approach and academic-industry collaboration.

Authors:  Pooja Mehta; Susan L Moore; Sheana Bull; Bethany M Kwan
Journal:  Digit Health       Date:  2021-05-22
  3 in total

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