Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/159756
Title: Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
Authors: Li, Benjamin Junting
Ratan, Rabindra
Lwin, May Oo
Keywords: Social sciences::Mass media
Issue Date: 2021
Source: 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
Journal: Behaviour and Information Technology
Abstract: 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.
URI: https://hdl.handle.net/10356/159756
ISSN: 0144-929X
DOI: 10.1080/0144929X.2021.1884290
Schools: Wee Kim Wee School of Communication and Information 
Rights: © 2021 Informa UK Limited, trading as Taylor & Francis Group. All rights reserved.
Fulltext Permission: none
Fulltext Availability: No Fulltext
Appears in Collections:WKWSCI Journal Articles

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