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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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