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The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games
Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (b...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer London
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9888740/ https://www.ncbi.nlm.nih.gov/pubmed/36742343 http://dx.doi.org/10.1007/s10055-023-00754-7 |
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author | Lu, Amy Shirong Pelarski, Victoria Alon, Dar Baran, Aleksandra McGarrity, Emma Swaminathan, Neha Sousa, Caio Victor |
author_facet | Lu, Amy Shirong Pelarski, Victoria Alon, Dar Baran, Aleksandra McGarrity, Emma Swaminathan, Neha Sousa, Caio Victor |
author_sort | Lu, Amy Shirong |
collection | PubMed |
description | Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (between-subject: narrative vs. no narrative) in active virtual reality and sedentary virtual reality games (within-subject) and examined between- and within-subject effects on physical activity behavior, game experience, and physical activity engagement. We randomized 36 sedentary college students to either the narrative or the non-narrative group. All participants played an active virtual reality and a sedentary virtual reality game in counter-balanced order. Before each game session, they either watched a 5-min narrative video (narrative) or directly played the original virtual reality games without narratives (non-narrative). We collected participants’ physical activity data using wrist-worn accelerometers; we obtained their game experience and physical activity engagement via questionnaires. The narrative group spent a greater proportion of time in moderate-to-vigorous physical activity (%) and had less non-movement time during the active virtual reality gameplay than the non-narrative group (all p values < .05). The active virtual reality sessions induced a greater positive affect and greater physical activity engagement ratings than the sedentary virtual reality sessions. The incorporation of narrative elements in active virtual reality increased the relative time spent in moderate-to-vigorous physical activity and reduced non-movement time, compared to the non-narrative group. Active virtual reality encouraged more activity by participants and offered them a more enjoyable gaming experience in which they engaged more. Active virtual reality is a feasible physical activity promotion option among sedentary adults; the incorporation of narrative elements in active virtual reality helps increase relative moderate-to-vigorous physical activity and should be further explored for its efficacy. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-023-00754-7. |
format | Online Article Text |
id | pubmed-9888740 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer London |
record_format | MEDLINE/PubMed |
spelling | pubmed-98887402023-02-01 The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games Lu, Amy Shirong Pelarski, Victoria Alon, Dar Baran, Aleksandra McGarrity, Emma Swaminathan, Neha Sousa, Caio Victor Virtual Real Original Article Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (between-subject: narrative vs. no narrative) in active virtual reality and sedentary virtual reality games (within-subject) and examined between- and within-subject effects on physical activity behavior, game experience, and physical activity engagement. We randomized 36 sedentary college students to either the narrative or the non-narrative group. All participants played an active virtual reality and a sedentary virtual reality game in counter-balanced order. Before each game session, they either watched a 5-min narrative video (narrative) or directly played the original virtual reality games without narratives (non-narrative). We collected participants’ physical activity data using wrist-worn accelerometers; we obtained their game experience and physical activity engagement via questionnaires. The narrative group spent a greater proportion of time in moderate-to-vigorous physical activity (%) and had less non-movement time during the active virtual reality gameplay than the non-narrative group (all p values < .05). The active virtual reality sessions induced a greater positive affect and greater physical activity engagement ratings than the sedentary virtual reality sessions. The incorporation of narrative elements in active virtual reality increased the relative time spent in moderate-to-vigorous physical activity and reduced non-movement time, compared to the non-narrative group. Active virtual reality encouraged more activity by participants and offered them a more enjoyable gaming experience in which they engaged more. Active virtual reality is a feasible physical activity promotion option among sedentary adults; the incorporation of narrative elements in active virtual reality helps increase relative moderate-to-vigorous physical activity and should be further explored for its efficacy. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-023-00754-7. Springer London 2023-01-31 /pmc/articles/PMC9888740/ /pubmed/36742343 http://dx.doi.org/10.1007/s10055-023-00754-7 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Original Article Lu, Amy Shirong Pelarski, Victoria Alon, Dar Baran, Aleksandra McGarrity, Emma Swaminathan, Neha Sousa, Caio Victor The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title | The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title_full | The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title_fullStr | The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title_full_unstemmed | The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title_short | The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
title_sort | effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9888740/ https://www.ncbi.nlm.nih.gov/pubmed/36742343 http://dx.doi.org/10.1007/s10055-023-00754-7 |
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