Browsing by Author "Peng, Wei"
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Item type:Item, Are You What Your Avatar Eats? Health-Behavior Effects of Avatar-Manifested Self-Concept(2017-01-01) ;Sah, Young June ;Ratan, Rabindra ;Tsai, Hsin-Yi Sandy ;Peng, WeiSarinopoulos, IssidorosDrawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept-i.e., ideal self, ought self, and actual self-can be harnessed as a model for avatar customization in digital games to promote healthy-eating behavior. Female participants (N = 133) customized an avatar in a digital game to reflect either the ideal, ought, or actual self. Participants then selected food items for their avatar within the digital game as well as food items for themselves to eat afterward. Results suggest that for participants using an ought-self avatar, the extent to which they were conscious of their health was positively related to healthier food choice both within and after playing the game. No such effect emerged for participants who used an ideal-or actual-self avatar, indicating that participants formed the goal of being healthy only with regard to the ought self. This study demonstrates that avatar customization in a digital game can serve a regulatory function by representing individuals' duties and responsibilities, thus, causing them to adopt such attributes manifested in their avatar during and after the game.Item type:Item, Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame(2012-01-01) ;Peng, Wei ;Lin, Jih-Hsuan ;Pfeiffer, Karin A. ;Winn, Brian傳播與科技學系Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) x 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.Item type:Item, Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame(2012-01-01) ;Peng, Wei ;Lin, Jih-Hsuan ;Pfeiffer, Karin A. ;Winn, Brian傳播與科技學系Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) x 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.Item type:Item, Social networking and adjustments among international students(2012-05-01) ;Lin, Jih-Hsuan ;Peng, Wei ;Kim, Mijung ;Kim, Sung YeunLaRose, RobertHow do social media facilitate adjustment to changes in social structure and culture? This research examines the impact of online social networking on online and offline social capitals and adjustment of international students in the United States. A survey of 195 international students in a major Midwestern university showed that students' interactions with Americans and home country friends using Facebook, extroversion, and horizontal collectivism were positively related to international students' social adjustment and online bridging capital. Facebook usage mediated the relationship between extroversion and online social capital. The implications of social network site use, personality, and cultural difference on social capital and adjustment are discussed.Item type:Item, ThermoReality: Thermally Enriched Head Mounted Displays(2017-01-01) ;Chen, Zikun ;Peng, Wei ;Peiris, Roshan ;Chan, LiweiMinamizawa, KoutaItem type:Item, ThermoVR: Exploring Integrated Thermal Haptic Feedback with Head Mounted Displays(2017-01-01) ;Peiris, Roshan Lalintha ;Peng, Wei ;Chen, Zikun ;Chan, LiweiMinamizawa, KoutaHead Mounted Displays (HMDs) provide a promising opportunity for providing haptic feedback on the head for an enhanced immersive experience. In ThermoVR, we integrated five thermal feedback modules on the HMD to provide thermal feedback directly onto the user's face. We conducted evaluations with 15 participants using two approaches: Firstly, we provided simultaneously actuated thermal stimulations (hot and cold) as directional cues and evaluated the accuracy of recognition; secondly, we evaluated the overall immersive thermal experience that the users experience when provided with thermal feedback on the face. Results indicated that the recognition accuracy for cold stimuli were of approx. 89.5% accuracy while the accuracy for hot stimuli were 68.6%. Also, participants reported that they felt a higher level of immersion on the face when all modules were simultaneously stimulated (hot and cold). The presented applications demonstrate the ThermoVR's directional cueing and immersive experience.Item type:Item, Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research(2013-04-01) ;Peng, Wei ;Crouse, Julia C. ;Lin, Jih-Hsuan ;交大名義發表National Chiao Tung UniversityThis systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.