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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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. |
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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 |
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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. |
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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 |
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1738844784913547264 |