ArticleGames for health journal2016
Development of A Teen-Focused Exergame.
Article in Games for health journal, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies.JMIR mHealth and uHealth · 2023Pooled it
- An Exergames Program for Adolescents With Type 1 Diabetes: Qualitative Study of Acceptability.JMIR diabetes · 2025Article
- See Me, Hear Me, Know Me: Perspectives on Diet and Physical Activity Influences among Teens Living in Rural Texas Communities.Nutrients · 2023Article
- Conversational Agents and Avatars for Cardiometabolic Risk Factors and Lifestyle-Related Behaviors: Scoping Review.JMIR mHealth and uHealth · 2023Article
- Teen reactions to a self-representational avatar: A qualitative exploration.Journal of sport and health science · 2022Article
- Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy.Games for health journal · 2018Article
- A Prototype Exercise-Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases.Frontiers in pediatrics · 2018Article
- BuildingDigital healthArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors.
Funding
Abstract
introductionExergames 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
methodsTwelve- 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.
resultsForty-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.
conclusionThis research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.
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