ArticleVirtual reality2023
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games.
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.
What it found
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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.
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.
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Who cites it
7 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
- 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
- Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study.JMIR serious games · 2024Article
- Article
- Videos using different message strategies to promote the interruption of sedentary behavior in university students during online lectures - A pilot study.Frontiers in public health · 2023Article
- 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
7 authors.
Funding
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.
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Registered trials
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.