Evidence map›Paper›PMID 27742605›Full record

Trial reportJournal of medical Internet research2016

The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study.

Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen

Abstract readRandomized Controlled Trial
In one paragraph

Trial report in Journal of medical Internet research, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 20 papers.

0numbers the graph read from it
0cells of the map it votes in
20citing papers in PubMed
–field-weighted citation impact
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

20 citing papers in PubMed.

  1. Trial
  2. Trial
  3. Article
  4. Article
  5. Article
  6. Review
  7. Article
  8. Article
  9. Article
  10. Article
  11. Digital Health Technology to Enhance Adolescent and Young Adult Clinical Preventive Services: Affordances and Challenges.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2020
    Review
  12. Article
  13. Article
  14. Article
  15. Article
  16. Article
  17. Article
  18. Article
  19. Article
  20. Review
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

8 authors.

Amy Shirong LuCollege of Arts, Media & Design, Department of Communication Studies, Northeastern University, Boston, MA, United States. a.lu@northeastern.edu.ORCID 0000-0002-8230-9049
Hafza Razak DadabhoyORCID 0000-0003-4571-4675

Funding

The Narrative Effect of Active Video Games on Long-term Moderate-to-Vigorous Physical ActivityR01DK109316 · NIDDK · NORTHEASTERN UNIVERSITY · PI LU, AMY SHIRONG · 2016 to 2020
$3.2M
The narrative impact of active video games on physical activityR21CA158917 · NCI · NORTHWESTERN UNIVERSITY · PI BARANOWSKI, TOM · 2012 to 2013
$373k
NCI NIH HHS R21 CA158917NIDDK NIH HHS R01 DK109316
6 · The paper itself

Abstract

backgroundActive 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.

objectiveThe 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.

methodsA 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.

resultsChildren 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).

conclusionsThe 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.

Indexed as

ChildChild, PreschoolExerciseFeasibility StudiesFemaleHumansMaleMotivationNarrationPediatric ObesityVideo Gamesbehaviorchild healthchild obesitymotivationnarrationvideo games

Identifiers

PMID27742605
PMCPMC5086024

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.