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The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study
BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5086024/ https://www.ncbi.nlm.nih.gov/pubmed/27742605 http://dx.doi.org/10.2196/jmir.6538 |
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author | Lu, Amy Shirong Baranowski, Tom Hong, S Lee Buday, Richard Thompson, Debbe Beltran, Alicia Dadabhoy, Hafza Razak Chen, Tzu-An |
author_facet | Lu, Amy Shirong Baranowski, Tom Hong, S Lee Buday, Richard Thompson, Debbe Beltran, Alicia Dadabhoy, Hafza Razak Chen, Tzu-An |
author_sort | Lu, Amy Shirong |
collection | PubMed |
description | BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. METHODS: A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. RESULTS: Children in the narrative group had significantly (P<.05) more steps per 10-second period (mean 3.2, SD 0.7) and overall (mean 523, SD 203) during game play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). CONCLUSIONS: The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. |
format | Online Article Text |
id | pubmed-5086024 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-50860242016-11-17 The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study Lu, Amy Shirong Baranowski, Tom Hong, S Lee Buday, Richard Thompson, Debbe Beltran, Alicia Dadabhoy, Hafza Razak Chen, Tzu-An J Med Internet Res Original Paper BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. METHODS: A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. RESULTS: Children in the narrative group had significantly (P<.05) more steps per 10-second period (mean 3.2, SD 0.7) and overall (mean 523, SD 203) during game play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). CONCLUSIONS: The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. JMIR Publications 2016-10-14 /pmc/articles/PMC5086024/ /pubmed/27742605 http://dx.doi.org/10.2196/jmir.6538 Text en ©Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 14.10.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Lu, Amy Shirong Baranowski, Tom Hong, S Lee Buday, Richard Thompson, Debbe Beltran, Alicia Dadabhoy, Hafza Razak Chen, Tzu-An The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title | The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title_full | The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title_fullStr | The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title_full_unstemmed | The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title_short | The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study |
title_sort | narrative impact of active video games on physical activity among children: a feasibility study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5086024/ https://www.ncbi.nlm.nih.gov/pubmed/27742605 http://dx.doi.org/10.2196/jmir.6538 |
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