ArticleJournal of sport and health science2022
Teen reactions to a self-representational avatar: A qualitative exploration.
Article in Journal of sport and health science, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers, 1 of them a synthesis that pooled it.
What it found
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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.
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Who cites it
7 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of game-based physical education program on enjoyment in children and adolescents: a systematic review and meta-analysis.BMC public health · 2024Pooled it
- Effects of a Virtual Reality Intervention on Women's Menstrual Problems Related to Endocrine Disruptors: A Randomized Controlled Repeated-Measures Pilot Study.Healthcare (Basel, Switzerland) · 2026Article
- Development of the Windmill Model for Mapping Older Adults' Intrinsic Capacity Using Digital Twin Technology: Descriptive Qualitative Study.JMIR aging · 2026Article
- Differential Effects of Individually Adapted Challenge-Oriented Heidelberg Ballschule Activities Versus Static Version on Motor Competence and Affective Engagement in 9-11-Year-Old Female Children.BioMed research international · 2026Article
- Efficacy of exergaming dance and aerobic dance on young adults' enjoyment, situational motivation, self-efficacy, and steps.Frontiers in psychology · 2025Article
- Acute effects of exergaming on young adults' energy expenditure, enjoyment, and self-efficacy.Frontiers in psychology · 2023Article
- Effects of Exergaming on College Students' Situational Interest, Self-Efficacy, and Motion Sickness.Journal of clinical medicine · 2022Article
Corrections and comments
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Authors and funding
5 authors.
Funding
Abstract
purposeThis research presents findings from a qualitative exploration of the reactions of adolescents (12-14 years old) to navigating an exergame with an avatar created from multiple scans of the player (referred to as a self-representational avatar).
methodsPost-gameplay interviews were conducted with adolescents following participation in a 20-min laboratory session (21.2 ± 0.8 min, mean ± SD) where the self-representational avatar was navigated through an exergame. Verbatim transcripts (n = 40) were coded and analyzed by 2 independent coders using hybrid thematic analysis for this secondary data analysis. Codes were reviewed to identify themes representing adolescents' reactions.
resultsFour themes emerged. Adolescents connected with their avatars and felt protective toward them, which influenced their actions in the exergame and contributed to their overall game enjoyment.
conclusionCreating exergames navigated by a self-representational avatar was an enjoyable experience and influenced gameplay. Future research should explore the effect of this approach on gameplay frequency and intensity over time.
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Registered trials
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.