Related Experiment Video
Updated: Oct 27, 2025

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
Published on: March 1, 2017
Teen reactions to a self-representational avatar: A qualitative exploration
Emily Baysden1, Ninna Mendoza1, Chishinga Callender1
1United States Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA.
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 protective toward them, which influenced their actions in the exergame and contributed to their overall game enjoyment.
Conclusion:
Creating exergames navigated by a self-representational avatar was an enjoyable experience and influenced gameplay. Future research should explore the effect of this approach on gameplay frequency and intensity over time.
More Related Videos
Related Concept Videos
The Sense of Self: Reflected Self-Appraisal and Social Comparison
Self-Evaluation: Self-Enhancement and Self-Verification
Strategies of Self-Presentation II: Self-Verification
Self-Schemas
Social Foundations of Self IV: Self in Digital Communication
Processes of Self-Presentation

