2016
DOI: 10.1089/g4h.2016.0035
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Development of a Teen-Focused Exergame

Abstract: 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-representatio… Show more

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Cited by 11 publications
(31 citation statements)
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References 40 publications
(45 reference statements)
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“…80 One study mentioned a preference for a fit between the characters and the health topic in the game. 74 Characters, however, seemed to be less important for engagement than the storyline, 77 which was considered as very important. 60,67,77,83 Having a narrative in the game was preferred to a nonnarrative game.…”
Section: Aesthetic Featuresmentioning
confidence: 93%
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“…80 One study mentioned a preference for a fit between the characters and the health topic in the game. 74 Characters, however, seemed to be less important for engagement than the storyline, 77 which was considered as very important. 60,67,77,83 Having a narrative in the game was preferred to a nonnarrative game.…”
Section: Aesthetic Featuresmentioning
confidence: 93%
“…74 Characters, however, seemed to be less important for engagement than the storyline, 77 which was considered as very important. 60,67,77,83 Having a narrative in the game was preferred to a nonnarrative game. 82 Important aspects of the storyline were its originality, 77 especially among older youth 78 ; that it fits their personal life, in terms of both realism 59,81,83 and their cognitive abilities 77 ; and that it has a sufficiently high pace.…”
Section: Aesthetic Featuresmentioning
confidence: 93%
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