Evidence map›Paper›PMID 26881473›Full record

ArticleGames for health journal2016

Children's Cognitive and Affective Responses About a Narrative Versus a Non-Narrative Cartoon Designed for an Active Videogame.

Vanessa Fernandes Davies, Rafaella Mafra, Alicia Beltran, Thomas Baranowski, Amy Shirong Lu

Open access · greenAbstract read
In one paragraph

Article in Games for health journal, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
5.6field-weighted citation impact, top 5% 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

6 citing papers in PubMed, 9 citations in OpenAlex.

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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

5 authors at 1 institution in 1 country.

Vanessa Fernandes Davies1 Faculty of Public Health, University of the State of Sao Paulo , Sao Paulo, Brazil .
Rafaella Mafra2 Department of Nutrition, Federal University of Santa Catarina , Santa Catarina, Florianopolis, Brazil .
Alicia Beltran3 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
Thomas Baranowski3 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
Amy Shirong Lu4 Department of Communication Studies, College of Arts, Media and Design; Department of Health Sciences, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts.
Children's Nutrition Research Center at Baylor College of Medicine · US

Funding

The narrative impact of active video games on physical activityR21CA158917 · NCI · NORTHWESTERN UNIVERSITY · PI BARANOWSKI, TOM · 2012 to 2013
$373k
6 · The paper itself

Abstract

objectiveThis article presents the results of interviews conducted with children regarding their cognitive and affective responses toward a narrative and a non-narrative cartoon. The findings will be used to further explore the role of a narrative in motivating continued active videogame play. MATERIALS AND

methodsTwenty children (8-11 years old of mixed gender) watched two cartoons (narrative and non-narrative) and were subsequently interviewed. A thematic matrix was used to analyze the interviews.

resultsThe narrative cartoon (n = 11) was only slightly preferred compared with the non-narrative one (n = 9), with little difference among the participants. The theme categories identified during the analyses were plot, characters, and suggestions. The fight scenes were mentioned by the children as a likeable aspect of the narrative cartoon. In the non-narrative cartoon, the vast majority (n = 17) liked the information about physical activity that was provided. The children enjoyed the appearance and personalities of the characters in both cartoons. A discrepancy in the data about the fight scenes (narrative cartoon) and characters (both cartoons) was found among the female participants (i.e., some girls did not like the fight and thought the characters were too aggressive). However, most of the children wanted to see more action in the story, an increase in the number of fight scenes (narrative cartoon), or more information about exercise and examples of exercises they could do (non-narrative cartoon). They also suggested adding a game to the non-narrative cartoon, including more characters, and improving the animation in both cartoons.

conclusionsThe children preferred the narrative cartoon because of the story and the fight. Some gender differences were found, which further studies should investigate.

Indexed as

NarrationPleasureChildChild BehaviorCognitionConsumer BehaviorExerciseFemaleHealth EducationHealth PromotionHumansMaleSex FactorsVideo Games

Identifiers

PMID26881473
PMCPMC4842948
OpenAlexW2272906403

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.