Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences

The study uses an exergame for exercise interventions through the use of avatars.Individuals with body image dissatisfaction are benefitted from exergame play.Individuals' social physique anxiety is being reduced during exergame play.Presence mediates the relationship between exercise context and exergame experiences. Research indicates that people with body image dissatisfaction (BID) are not benefited from exercising in group contexts. The current study tested whether exercise video games (exergames) can provide unique opportunities for exercise interventions through the use of avatars. An experiment was conducted using a 2 (BID: High vs. Low)×2 (Exercise context: Solitary vs. Group) between-subjects design. Results demonstrated that individuals with high BID reported similar or more favorable exergame experiences compared to individuals with low BID. Further, individuals' social physique anxiety was significantly reduced during exergame play. Self-presence mediated the relationship between exercise context and exergame experiences.

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