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

نویسندگان

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

BACKGROUND Active 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. OBJECTIVE The 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. METHODS A 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. RESULTS Children 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). CONCLUSIONS The 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.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Video games to rehabilitate and improve the cognitive skills of people with cognitive impairment: A special perspective to cognitive health in the elderly

Video games are the most modern and sophisticated form of media in the present, which attracts millions of children and adults worldwide. The various effects of different types of video games on the psychological characteristics of gamers have been studied over the years. The serious effects of these games on cognitive and emotional characteristics such as memory, concentration, visual-motor sk...

متن کامل

Evaluation of screen time activities and their relationship with physical activity, overweight and socioeconomic status in children 10-12 years of age in Sanandaj, Iran: A cross-sectional study in 2015

Background: Screen time (ST), including watching television and playing electronic games are the leading cause of a growing obesity epidemic. This study aimed to evaluate ST and its association with physical activity, overweight and socioeconomic status (SES) in children 10 to 12 years of age in Sanandaj. &nbsp; Methods: This study was designed as a cross-sectional study, which was conducted...

متن کامل

Impact of an active video game on healthy children's physical activity.

OBJECTIVE This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. METHODS Participants were children 9 to 12 years of age, with a BMI >50th percen...

متن کامل

Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: The electronic games to aid motivation to exercise (eGAME) study

BACKGROUND Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where players physically interact with images onscreen, may have utility as a novel intervention to increase physical activity and improve body comp...

متن کامل

Parental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation

Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره 18  شماره 

صفحات  -

تاریخ انتشار 2016