Evidence map›Paper›PMID 29406774›Full record

ArticleGames for health journal2018

Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy.

Deborah I Thompson, Dora Cantu, Chishinga Callender, Yan Liu, Mayur Rajendran, Madhur Rajendran, Yuting Zhang, Zhigang Deng

Abstract read
In one paragraph

Article in Games for health journal, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
2.1field-weighted citation impact, top 14% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 15 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 2 institutions in 1 country.

Deborah I Thompson1 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
Dora Cantu1 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
Chishinga Callender1 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
Yan Liu2 Department of Medicine-Gastroenterology and Hepatology, Baylor College of Medicine , Houston, Texas.
Mayur Rajendran3 Department of Computer Science, University of Houston , Houston, Texas.
Madhur Rajendran3 Department of Computer Science, University of Houston , Houston, Texas.
Yuting Zhang3 Department of Computer Science, University of Houston , Houston, Texas.
Zhigang Deng3 Department of Computer Science, University of Houston , Houston, Texas.
University of Houston · USChildren's Nutrition Research Center at Baylor College of Medicine · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveExergames played with a photorealistic avatar may enhance motivation to play, in addition to frequency, duration, and intensity of game-play. This article reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity (PA) intensity in a laboratory-based study. MATERIALS AND

methodsTeens (12-14 years old) were recruited from a large, metropolitan area of the southwestern United States. Parents provided written informed consent. Teens completed online data collection, played an exergame with a photorealistic avatar in an observed laboratory setting, and then participated in postassessment data collection that included online questionnaires and a telephone interview.

resultsThe program was feasible: 42 out of 48 teens recruited (87.5%) completed all data collection activities; game enjoyment was 21.9 ± 8.4 out of possible score of 32; immersion, 49.7 ± 15.6 out of a possible score of 88; avatar identification, 43.9 ± 16.5 out of a possible score of 68; and program satisfaction, 15.6 ± 3.6 out of possible score of 20. Objectively assessed PA indicated that 15.88 minutes of the laboratory-based gameplay session (74.9% of total time) was in vigorous PA; small effect sizes were observed in autonomy (ES = 0.45; P = 0.01) and competence (ES = 0.36; P = 0.03). Little change was observed in relatedness (ES = 0.04; P = 0.82) Qualitative data confirmed participants enjoyed playing the game with a photorealistic avatar and provided suggestions to enhance the gameplay experience.

conclusionPlaying an exergame with a photorealistic avatar holds promise as a method for increasing PA among youth. Additional research is needed to further explore its effects on gameplay frequency, intensity, and duration in nonlaboratory setting.

Indexed as

AdolescentChildExerciseFeasibility StudiesFemaleHumansMalePhotographyQualitative ResearchTexasVideo GamesAdolescentsAvatarExergameFeasibilityPhysical activityPreliminary efficacy

Identifiers

PMID29406774
PMCPMC5905941
OpenAlexW2787640138

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.