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 language | English |
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Pages (from-to) | 282-285 |
Number of pages | 4 |
Journal | Computers in Human Behavior |
Volume | 36 |
DOIs | |
Publication status | Published - Jul 2014 |
Externally published | Yes |
ASJC Scopus Subject Areas
- Arts and Humanities (miscellaneous)
- Human-Computer Interaction
- General Psychology
Keywords
- Avatar
- Body image
- Exercise
- Game
- Keywords
- Presence