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Using Virtual Pets to Promote Exercising Behavior in Children

Fri, May 23, 10:30 to 11:45, Seattle Sheraton, Cedar B

Abstract

A virtual pet was developed based on 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, setting physical activity goals and being empowered to teach tricks to the virtual pet when their goals were met. 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 hours more of physical activity daily than the children in the control group. Exercising self-efficacy and beliefs served as mediators driving this increase in physical activity. Children that interacted with the virtual pet also expressed higher intentions than children in the control group to continue exercising in the future, even without the continued presence of the virtual pet.

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