Evidence map›Paper›PMID 36742343›Full record

ArticleVirtual reality2023

The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games.

Amy Shirong Lu, Victoria Pelarski, Dar Alon, Aleksandra Baran, Emma McGarrity, Neha Swaminathan, Caio Victor Sousa

Abstract read
In one paragraph

Article in Virtual reality, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing 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

7 citing papers in PubMed.

  1. Trial
  2. Article
  3. Article
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  7. 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

7 authors.

Amy Shirong LuHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115 USA.ORCID 0000-0002-8230-9049
Victoria PelarskiBloomberg School of Public Health, Johns Hopkins University, Baltimore, MD 21205 USA.
Dar AlonHarvard T.H. Chan School of Public Health, Harvard University, Boston, MA 02115 USA.
Aleksandra BaranHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115 USA.
Emma McGarrityHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115 USA.
Neha SwaminathanHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115 USA.
Caio Victor SousaHealth and Human Sciences, Frank R. Seaver College of Science and Engineering, Loyola Marymount University, Los Angeles, CA 90045 USA.

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
NIDDK NIH HHS R01 DK109316
6 · The paper itself

Abstract

Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (between-subject: narrative vs. no narrative) in active virtual reality and sedentary virtual reality games (within-subject) and examined between- and within-subject effects on physical activity behavior, game experience, and physical activity engagement. We randomized 36 sedentary college students to either the narrative or the non-narrative group. All participants played an active virtual reality and a sedentary virtual reality game in counter-balanced order. Before each game session, they either watched a 5-min narrative video (narrative) or directly played the original virtual reality games without narratives (non-narrative). We collected participants' physical activity data using wrist-worn accelerometers; we obtained their game experience and physical activity engagement via questionnaires. The narrative group spent a greater proportion of time in moderate-to-vigorous physical activity (%) and had less non-movement time during the active virtual reality gameplay than the non-narrative group (all Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00754-7.

Indexed as

Active video gameExergameGame experienceNarrativePhysical activityStoryVirtual reality

Identifiers

PMID36742343
PMCPMC9888740

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.