Development of A Teen-Focused Exergame.

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.

[1]  DengZhigang,et al.  Development of A Teen-Focused Exergame. , 2016 .

[2]  Jorge Peña,et al.  I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames , 2016, J. Comput. Mediat. Commun..

[3]  Wen-Bin Chiou,et al.  The Power of the Virtual Ideal Self in Weight Control: Weight-Reduced Avatars Can Enhance the Tendency to Delay Gratification and Regulate Dietary Practices , 2016, Cyberpsychology Behav. Soc. Netw..

[4]  Jorge Peña,et al.  Increasing exergame physical activity through self and opponent avatar appearance , 2014, Comput. Hum. Behav..

[5]  Deborah I Thompson Talk to Me, Please!: The Importance of Qualitative Research to Games for Health. , 2014, Games for health journal.

[6]  Yan Liang,et al.  Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review. , 2014, Games for health journal.

[7]  Jasmin Divers,et al.  Prevalence of type 1 and type 2 diabetes among children and adolescents from 2001 to 2009. , 2014, JAMA.

[8]  Ernie Medina,et al.  Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. , 2014, Games for health journal.

[9]  Jan L. Plass,et al.  Gender and player characteristics in video game play of preadolescents , 2012, Comput. Hum. Behav..

[10]  Wei Peng,et al.  Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games , 2011, Cyberpsychology Behav. Soc. Netw..

[11]  Melissa Terlecki,et al.  Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry , 2011 .

[12]  Ching-I Teng,et al.  Customization, immersion satisfaction, and online gamer loyalty , 2010, Comput. Hum. Behav..

[13]  Deborah I Thompson,et al.  Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game , 2010, Simulation & gaming.

[14]  V. Rideout,et al.  Generation M2: Media in the Lives of 8- to 18-Year-Olds , 2010 .

[15]  Namkee Park,et al.  Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii , 2009, Cyberpsychology Behav. Soc. Netw..

[16]  Seung-A. Annie Jin,et al.  Avatars Mirroring the Actual Self versus Projecting the Ideal Self: The Effects of Self-Priming on Interactivity and Immersion in an Exergame, Wii Fit , 2009, Cyberpsychology Behav. Soc. Netw..

[17]  A. Steckler,et al.  Rationale, design and methods for process evaluation in the HEALTHY study , 2009, International Journal of Obesity.

[18]  Andrew K. Przybylski,et al.  Virtual worlds and the learner hero , 2009 .

[19]  Paul D. Bolls,et al.  How Avatar Customizability Affects Children's Arousal and Subjective Presence During Junk Food-Sponsored Online Video Games , 2009, Cyberpsychology Behav. Soc. Netw..

[20]  Maria E Fernandez,et al.  How we design feasibility studies. , 2009, American journal of preventive medicine.

[21]  Ming-Hui Wen,et al.  Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.

[22]  J. Bailenson,et al.  Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors , 2009 .

[23]  Alexandra Rankin Macgill,et al.  Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. , 2008 .

[24]  M. Kreuter,et al.  Using Narrative Communication as a Tool for Health Behavior Change: A Conceptual, Theoretical, and Empirical Overview , 2007, Health education & behavior : the official publication of the Society for Public Health Education.

[25]  R Williams,et al.  Prevention of type 2 diabetes: a review. , 2007, Diabetes research and clinical practice.

[26]  Peter J Hannan,et al.  Longitudinal and Secular Trends in Physical Activity and Sedentary Behavior During Adolescence , 2006, Pediatrics.

[27]  Christoph Klimmt,et al.  Gender and Computer Games: Exploring Females' Dislikes , 2006, J. Comput. Mediat. Commun..

[28]  K. Flegal,et al.  Prevalence of overweight and obesity in the United States, 1999-2004. , 2006, JAMA.

[29]  Min Qi Wang,et al.  Physical activity, TV viewing, and weight in U.S. youth: 1999 Youth Risk Behavior Survey. , 2002, Obesity research.

[30]  Shumei S. Guo,et al.  2000 CDC Growth Charts for the United States: methods and development. , 2002, Vital and health statistics. Series 11, Data from the National Health Survey.

[31]  P. Freedson,et al.  Age and gender differences in objectively measured physical activity in youth. , 2002, Medicine and science in sports and exercise.

[32]  M. Goran,et al.  Energy expenditure, physical activity, and obesity in children. , 2001, Pediatric clinics of North America.

[33]  M. Goran,et al.  Role of physical activity in the prevention of obesity in children , 1999, International Journal of Obesity.

[34]  M. Pratt,et al.  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. , 1998, JAMA.

[35]  Deborah I Thompson Exergames: Theoretical Perspective. , 2015, Games for health journal.

[36]  Vj Rideout,et al.  Media in the Lives of 8- to 18-year-olds. A Kaiser Family Foundation Study. January 2010 , 2011 .

[37]  Jeremy N. Bailenson,et al.  Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners , 2010, Online Worlds: Convergence of the Real and the Virtual.

[38]  Deborah I Thompson,et al.  Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.

[39]  Shumei S. Guo,et al.  CDC GROWTH CHARTS FOR THE UNITED STATES: METHODS AND DEVELOPMENT 2000 , 2002 .

[40]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.