Cargando…

Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial

Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perc...

Descripción completa

Detalles Bibliográficos
Autores principales: Schwarz, Ayla, Cardon, Greet, Chastin, Sebastien, Stragier, Jeroen, De Marez, Lieven, DeSmet, Ann
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8305797/
https://www.ncbi.nlm.nih.gov/pubmed/34299895
http://dx.doi.org/10.3390/ijerph18147444
_version_ 1783727657963225088
author Schwarz, Ayla
Cardon, Greet
Chastin, Sebastien
Stragier, Jeroen
De Marez, Lieven
DeSmet, Ann
author_facet Schwarz, Ayla
Cardon, Greet
Chastin, Sebastien
Stragier, Jeroen
De Marez, Lieven
DeSmet, Ann
author_sort Schwarz, Ayla
collection PubMed
description Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research.
format Online
Article
Text
id pubmed-8305797
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher MDPI
record_format MEDLINE/PubMed
spelling pubmed-83057972021-07-25 Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial Schwarz, Ayla Cardon, Greet Chastin, Sebastien Stragier, Jeroen De Marez, Lieven DeSmet, Ann Int J Environ Res Public Health Article Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research. MDPI 2021-07-12 /pmc/articles/PMC8305797/ /pubmed/34299895 http://dx.doi.org/10.3390/ijerph18147444 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Schwarz, Ayla
Cardon, Greet
Chastin, Sebastien
Stragier, Jeroen
De Marez, Lieven
DeSmet, Ann
Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title_full Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title_fullStr Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title_full_unstemmed Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title_short Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
title_sort does dynamic tailoring of a narrative-driven exergame result in higher user engagement among adolescents? results from a cluster-randomized controlled trial
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8305797/
https://www.ncbi.nlm.nih.gov/pubmed/34299895
http://dx.doi.org/10.3390/ijerph18147444
work_keys_str_mv AT schwarzayla doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT cardongreet doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT chastinsebastien doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT stragierjeroen doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT demarezlieven doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial
AT desmetann doesdynamictailoringofanarrativedrivenexergameresultinhigheruserengagementamongadolescentsresultsfromaclusterrandomizedcontrolledtrial