Using Virtual Pets to Promote Physical Activity in Children: An Application of the Youth Physical Activity Promotion Model

被引:25
作者
Ahn, Sun Joo [1 ]
Johnsen, Kyle [2 ]
Robertson, Tom [3 ]
Moore, James [3 ]
Brown, Scott [3 ]
Marable, Amanda [4 ]
Basu, Aryabrata [2 ]
机构
[1] Univ Georgia, Dept Advertising & Publ Relat, Coll Journalism & Mass Commun, Athens, GA 30602 USA
[2] Univ Georgia, Driftmier Engn Ctr, Coll Engn, Athens, GA 30602 USA
[3] Univ Georgia, Coll Vet Med, Athens, GA 30602 USA
[4] Univ Georgia, Coll Agr & Environm Sci, Athens, GA 30602 USA
关键词
SELF-EFFICACY; SCREEN TIME; BEHAVIOR; ENVIRONMENTS;
D O I
10.1080/10810730.2015.1018597
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
A virtual pet was developed based on the framework of the youth physical activity promotion model and tested as a vehicle for promoting physical activity in children. Children in the treatment group interacted with the virtual pet for three days, setting physical activity goals and teaching tricks to the virtual pet when their goals were met. The virtual pet became more fit and learned more sophisticated tricks as the children achieved activity goals. Children in the control group interacted with a computer system presenting equivalent features but without the virtual pet. Physical activity and goal attainment were evaluated using activity monitors. Results indicated that children in the treatment group engaged in 1.09 more hours of daily physical activity (156% more) than did those in the control group. Physical activity self-efficacy and beliefs served as mediators driving this increase in activity. Children that interacted with the virtual pet also expressed higher intentions than children in the control group to continue physical activity in the future. Theoretical and practical potentials of using a virtual pet to systematically promote physical activity in children are discussed.
引用
收藏
页码:807 / 815
页数:9
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