ArticleScientific reports2018
Narrative and active video game in separate and additive effects of physical activity and cognitive function among young adults.
Article in Scientific reports, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
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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.
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Who cites it
18 citing papers in PubMed.
- The impact of narratives and active video games among black and hispanic children with overweight and obesity: a randomized controlled trial.The international journal of behavioral nutrition and physical activity · 2025Trial
- The Concurrent Validity of the ActiGraph LEAP Compared to the ActiGraph GT9X Link for Measuring Physical Activity.Journal for the measurement of physical behaviour · 2026Article
- The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.JMIR serious games · 2025Article
- To Pause With a Cliffhanger or a Temporary Closure? The Differential Impact of Serial Versus Episodic Narratives on Children's Physical Activity Behaviors.Communication research · 2025Article
- Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research.Interacting with computers · 2024Article
- Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy.Behavioral sciences (Basel, Switzerland) · 2024Article
- The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games.Virtual reality · 2023Article
- mHealth video gaming for human papillomavirus vaccination among college men-qualitative inquiry for development.mHealth · 2022Article
- Comparison of Inhibitory Control After Acute Bouts of Exergaming Between Children with Obesity and Their Normal-Weight Peers.Games for health journal · 2021Article
- The impact of narratives and active video games on long-term moderate-to-vigorous physical activity: A randomized controlled trial protocol.Contemporary clinical trials · 2020Article
- The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis.Journal of medical Internet research · 2020Article
- Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.JMIR mental health · 2020Article
- Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review.Frontiers in psychology · 2020Article
- Using Narrative Game Design to Increase Children's Physical Activity: Exploratory Thematic Analysis.JMIR serious games · 2019Article
- Exploring Energy Expenditure and Body Movement of Exergaming in Children of Different Weight Status.Pediatric exercise science · 2019Article
- Vigilance Decrement and Enhancement Techniques: A Review.Brain sciences · 2019Review
- Application and Validation of Activity Monitors' Epoch Lengths and Placement Sites for Physical Activity Assessment in Exergaming.Journal of clinical medicine · 2018Article
- A comprehensive systematic review and content analysis of active video game intervention research.Digital healthReview
Corrections and comments
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Authors and funding
2 authors.
Funding
Abstract
Physically active video games (AVGs) have been found to positively impact physical activity behaviors, especially when a narrative is added. However, the motivational and cognitive benefits of adding narrative to AVG are unclear. We examined the separate and additive effects of narrative and AVG on physical activity and cognitive function versus an active comparator, such as a sedentary video game (SVG). We randomly assigned young adults to one of four groups (narrative-AVG, AVG, narrative-SVG, or SVG) and had them complete sustained attention and working memory tasks before and after a 30-min experimental condition. Participants in both narrative-AVG and AVG groups achieved a moderate-intensity physical activity, while adding narrative to AVG resulted in higher step counts and more time spent in moderate-to-vigorous physical activity than AVG without narrative. Regardless of the narrative effect, participants in both AVG groups performed better on overall working memory than both SVG groups, while both AVG and SVG groups similarly achieved maximal performance in sustained attention. Working memory enhancement was positively correlated with increased heart rate. Participants in narrative-SVG group had a better response accuracy in working memory than those who played SVG without narrative. Taken together, adding narrative to AVG as a motivational component increased physical activity, which was the primary factor in the improvement of overall working memory.
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