Evidence map›Paper›PMID 26182218›Full record

ArticleGames for health journal2015

Prose Fiction as a Narrative Companion for a Vegetable Parenting Videogame.

Leah Brand, Alicia Beltran, Richard Buday, Teresia O'Connor, Sheryl Hughes, Janice Baranowski, Cassandra Diep, Amy Shirong Lu, Tom Baranowski

Abstract read
In one paragraph

Article in Games for health journal, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
12.2field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 9 citations in OpenAlex.

  1. Getting Research on Games for Health Funded.Games for health journal · 2017
    Article
  2. Article
  3. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 3 institutions in 1 country.

Leah Brand1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Alicia Beltran1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Richard Buday2 Archimage, Inc. , Houston, Texas.
Teresia O'Connor1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Sheryl Hughes1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Janice Baranowski1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Cassandra Diep1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Amy Shirong Lu3 Department of Communication Studies, Northeastern University , Boston, Massachusetts.
Tom Baranowski1 Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Baylor College of Medicine · USArchimage (United States) · USNortheastern University · US

Funding

Kiddio: Food Fight - Training Vegetable Parenting PracticesR44HD075521 · NICHD · ARCHIMAGE, INC. · PI BUDAY, RICHARD H. · 2013 to 2015
$2.0M
NICHD NIH HHS R44HD075521
6 · The paper itself

Abstract

objectiveThe purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3-5-year-old children often report difficulty getting their children to eat vegetables, which are protective against chronic illnesses. Videogames may be vehicles for training parenting practices for successful vegetable consumption outcomes but often rely on stories to provide context and details. Unfortunately, storytelling may interrupt immersion and player agency. Delivering stories outside of gameplay may provide an understanding of game situations while maintaining immersion. MATERIALS AND

methodsTwo companion storylines (one a romantic adventure and the other a suspenseful fantasy) were generated for a vegetable parenting game, "Mommio," targeting mothers of preschool children. Mothers of 3-5-year-old children (n=18) read both storylines and completed semistructured interviews.

resultsMothers preferred the romantic adventure, which featured strong characters, relatable issues, and an engaging plot. Most mothers were interested in playing the "Mommio" videogame after reading the stories.

conclusionsResults suggest that it is possible for prose literature to both motivate gameplay and be an immersive narrative companion to, but separate from, games for health. This literature should include engaging, realistic stories and relatable strong characters.

Indexed as

ReadingAdultChild, PreschoolChild RearingFemaleFood PreferencesHealth PromotionHumansMaleMothersNarrationParentingVegetablesVideo Games

Identifiers

PMID26182218
PMCPMC4532897
OpenAlexW2312969708

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.