“A sort of half-way house, A hero version of me”: Men and women’s accounts of creating their ideal-self avatar and being portrayed as normative ideal in an exercise videogame.
Аннотация:In the past decade, research has been conducted on possible disadvantages of using avatars with larger body-types on exertion during exercise videogames. Broadly supportive results have led researchers to suggest the restriction of avatar physique affordances to thin or athletic ranges, when the goal of play is to maximise exertion. This study critically evaluates this recommendation through the accounts of 20 gamers playing an exercise videogame with self similar avatars with idealised, athletic physiques. Three-part interviews were conducted, covering general gaming, avatar design habits, and attitudes towards health and body; an in vivo gaming experience with a bespoke avatar; and a discussion of the overall experience and the potential of the game to improve health and body-related attitudes and behaviours. Thematic Analysis was used to construct four themes. Most gamers believed that the exergame could be beneficial as a foot in the door to greater activity, but reported that they would rather do traditional exercise. Although gamers in this study usually created avatars reflecting their ideal selves, they felt that the bespoke avatars were too idealised, or sexualised. However, evidence of fat-phobia in the accounts led to the suggestion that, even if larger bodies were available, it may be the underlying stigma that restricts the avatar physiques that gamers are comfortable using in serious gaming