ArticleJournal of medical Internet research2020
The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis.
Article in Journal of medical Internet research, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 17 papers, 1 of them a synthesis that pooled it.
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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.
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Who cites it
17 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Interventions targeting children and young people's physical activity behavior at home: A systematic review.PloS one · 2023Pooled it
- 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
- 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
- Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.BMC sports science, medicine & rehabilitation · 2024Article
- The effect of animated Sci-Fi characters' racial presentation on narrative engagement, wishful identification, and physical activity intention among children.The Journal of communication · 2024Article
- Virtual Reality-Based Exercise Rehabilitation in Cancer-Related Dysfunctions: Scoping Review.Journal of medical Internet research · 2024Article
- Leveraging Mobile Technology for Public Health Promotion: A Multidisciplinary Perspective.Annual review of public health · 2023Review
- How much did it cost to develop and implement an eHealth intervention for a minority children population that overlapped with the COVID-19 pandemic?Contemporary clinical trials · 2023Article
- The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games.Virtual reality · 2023Article
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Facilitators and barriers to getting obstructive sleep apnea diagnosed: perspectives from patients and their partners.Journal of clinical sleep medicine : JCSM : official publication of the American Academy of Sleep Medicine · 2022Article
- What Type of Body Shape Moves Children? An Experimental Exploration of the Impact of Narrative Cartoon Character Body Shape on Children's Narrative Engagement, Wishful Identification, and Exercise Motivation.Frontiers in psychology · 2021Article
- Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.International journal of environmental research and public health · 2020Article
- Review
- A comprehensive systematic review and content analysis of active video game intervention research.Digital healthReview
- Developing OurSleepKit: A Couple-focused mHealth Tool to Support Adherence to Positive Airway Pressure Treatment.Behavioral sleep medicineArticle
Corrections and comments
- Erratum issued
Authors and funding
4 authors.
Funding
Abstract
backgroundActive video games (AVGs) can increase physical activity (PA) and help produce higher physiological expenditure. Animated narrative videos (NVs) possess unique immersive and motivational properties. When added to AVGs, they have been found to increase moderate-to-vigorous physical activity (MVPA) as opposed to the original no video condition. However, there is no evidence of whether that was due to the NV or the addition of an animated video to an AVG.
objectiveThis study aimed to investigate the differential effect of adding an NV versus a nonnarrative video (NNV) to an AVG on PA parameters and physiological responses and to explore the mediating role of immersion.
methodsA total of 22 children aged 8 to 12 years were randomly assigned to the NV or NNV condition. They were instructed to play an AVG (on Xbox Kinect) for as long as they wanted. We used accelerometers to estimate the time spent (in minutes) in MVPA. Heart rate (HR) and rate of perceived exertion (RPE) were measured before, during, and after the AVG play session. The participants then reported their experience of narrative immersion via a questionnaire.
resultsThe NV group had significantly higher narrative immersion (mean 3.50, SD 0.55 vs mean 2.91, SD 0.59; P=.03) and MVPA (mean 19.46, SD 13.31 vs mean 7.85, SD 5.83; P=.02) than the NNV group. Narrative immersion was positively correlated with MVPA (r=0.52; P=.01) and average HR during AVG (r=0.43; P=.05). Mediation analysis indicated that narrative immersion mediated the effect of NV (NV vs NNV) on MVPA (direct effect: beta=7.51; P=.01). The indirect effect was that NV was positively correlated with the mediator variable narrative immersion (beta=.59; P=.03), which was itself marginally associated with MVPA (beta=6.95; P=.09); when narrative immersion was included in the model, the regression coefficient was attenuated.
conclusionsAVG with added narratives elicits more narrative immersion, resulting in more minutes in MVPA. Narrative immersion served as a mediator between NV and MVPA via its elicitation of an elevated HR without increasing RPE. The inclusion of immersive narratives in AVG could be helpful for inducing MVPA, to enhance AVG engagement without additional exertion.
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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.