Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences

Hayeon Song, Jihyun Kim, Kwan Min Lee*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

53 Citations (Scopus)

Abstract

Research indicates that people with body image dissatisfaction (BID) are not benefited from exercising in group contexts. The current study tested whether exercise video games (exergames) can provide unique opportunities for exercise interventions through the use of avatars. An experiment was conducted using a 2 (BID: High vs. Low) × 2 (Exercise context: Solitary vs. Group) between-subjects design. Results demonstrated that individuals with high BID reported similar or more favorable exergame experiences compared to individuals with low BID. Further, individuals' social physique anxiety was significantly reduced during exergame play. Self-presence mediated the relationship between exercise context and exergame experiences.

Original languageEnglish
Pages (from-to)282-285
Number of pages4
JournalComputers in Human Behavior
Volume36
DOIs
Publication statusPublished - Jul 2014
Externally publishedYes

ASJC Scopus Subject Areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • General Psychology

Keywords

  • Avatar
  • Body image
  • Exercise
  • Game
  • Keywords
  • Presence

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