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Original Articles

Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning

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Pages 1529-1543 | Received 26 Aug 2020, Accepted 27 Jan 2021, Published online: 11 Feb 2021
 

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.

Disclosure statement

No potential conflict of interest was reported by the author(s).

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