Abstract
AbstractWhy do some people opt for exergames like Ring Fit Adventure (RFA) over traditional exercise venues such as gyms? Focusing on the case of RFA, this study examines the social factors that contribute to this preference and explores the potential of video games to create alternative social contexts of physical exercise. Our findings indicate that that RFA constructs a distinct social context that aligns more closely with the body conceptions of the players, assisting them in partially breaking away from dominant norms of body presentation. Notably, RFA acknowledges and extends players’ body techniques related to video games, allowing them to acquire various exercise skills and helping them form alternative body projects and exercise practices through narrative design and game mechanics. The players’ utilization of multiple social media tools constructs a more controllable and individual-centric social architecture that enhances the autonomy of their body presentations.
Funder
The National Social Science Fund of China
Publisher
Springer Science and Business Media LLC
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