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ABSTRACT: Purpose
This research presents findings from a qualitative exploration of the reactions of adolescents (12-14 years old) to navigating an exergame with an avatar created from multiple scans of the player (referred to as a self-representational avatar).Methods
Post-gameplay interviews were conducted with adolescents following participation in a 20-min laboratory session (21.2 ± 0.8 min, mean ± SD) where the self-representational avatar was navigated through an exergame. Verbatim transcripts (n = 40) were coded and analyzed by 2 independent coders using hybrid thematic analysis for this secondary data analysis. Codes were reviewed to identify themes representing adolescents' reactions.Results
Four themes emerged. Adolescents connected with their avatars and felt prote
SUBMITTER: Baysden E
PROVIDER: S-EPMC9068574 | biostudies-literature | 2022 Mar
REPOSITORIES: biostudies-literature