Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning

Exergames offer both enactive and vicarious learning through the graphical representations of the self and virtual coach. This study established and tested a model of exergame motivation with Social Cognitive Theory as the foundation. A 2 (User Avatar: Absent versus Present) × 2 (Virtual Coach: Abse...

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Main Authors: Li, Benjamin Junting, Ratan, Rabindra, Lwin, May Oo
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2022
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Online Access:https://hdl.handle.net/10356/159756
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1597562022-07-01T06:27:14Z Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning Li, Benjamin Junting Ratan, Rabindra Lwin, May Oo Wee Kim Wee School of Communication and Information Social sciences::Mass media Exergames Enactive Exergames offer both enactive and vicarious learning through the graphical representations of the self and virtual coach. This study established and tested a model of exergame motivation with Social Cognitive Theory as the foundation. A 2 (User Avatar: Absent versus Present) × 2 (Virtual Coach: Absent versus Present) between-subjects experiment was conducted with 137 high school students. Results supported a model in which the user avatar led to identification, with the relationship mediated by self-presence. Playing with a virtual coach increased social presence. Both identification and social presence were significantly related to future exercise intention, with the relationships mediated by in-game competence. These findings suggest notable theoretical and practical implications of using self-presence with avatars and social presence with virtual agents to enhance exergame outcomes through enactive and vicarious learning. 2022-07-01T06:27:14Z 2022-07-01T06:27:14Z 2021 Journal Article Li, B. J., Ratan, R. & Lwin, M. O. (2021). Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning. Behaviour and Information Technology, 41(7), 1529-1543. https://dx.doi.org/10.1080/0144929X.2021.1884290 0144-929X https://hdl.handle.net/10356/159756 10.1080/0144929X.2021.1884290 2-s2.0-85100863637 7 41 1529 1543 en Behaviour and Information Technology © 2021 Informa UK Limited, trading as Taylor & Francis Group. All rights reserved.
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Social sciences::Mass media
Exergames
Enactive
spellingShingle Social sciences::Mass media
Exergames
Enactive
Li, Benjamin Junting
Ratan, Rabindra
Lwin, May Oo
Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
description Exergames offer both enactive and vicarious learning through the graphical representations of the self and virtual coach. This study established and tested a model of exergame motivation with Social Cognitive Theory as the foundation. A 2 (User Avatar: Absent versus Present) × 2 (Virtual Coach: Absent versus Present) between-subjects experiment was conducted with 137 high school students. Results supported a model in which the user avatar led to identification, with the relationship mediated by self-presence. Playing with a virtual coach increased social presence. Both identification and social presence were significantly related to future exercise intention, with the relationships mediated by in-game competence. These findings suggest notable theoretical and practical implications of using self-presence with avatars and social presence with virtual agents to enhance exergame outcomes through enactive and vicarious learning.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Li, Benjamin Junting
Ratan, Rabindra
Lwin, May Oo
format Article
author Li, Benjamin Junting
Ratan, Rabindra
Lwin, May Oo
author_sort Li, Benjamin Junting
title Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
title_short Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
title_full Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
title_fullStr Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
title_full_unstemmed Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
title_sort virtual game changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
publishDate 2022
url https://hdl.handle.net/10356/159756
_version_ 1738844784913547264