10
views
0
recommends
+1 Recommend
1 collections
    0
    shares

      Submit your digital health research with an established publisher
      - celebrating 25 years of open access

      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis

      research-article
      , PhD 1 , , , PhD 2 , , PhD 3
      (Reviewer), (Reviewer)
      JMIR Serious Games
      JMIR Publications
      narrative, physical activity, active game, children, thematic analysis

      Read this article at

      ScienceOpenPublisherPMC
      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          Background

          Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children’s physical activity.

          Objective

          Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games.

          Methods

          In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitally recorded, transcribed, and analyzed using exploratory thematic analysis.

          Results

          Findings revealed that the children rated the dystopian science fiction story as their favorite across all weight, race, and gender groups. The physical activity-friendly narrative strategies included virtuous characters, extraordinary character actions, interesting plots, super powers, and engaging cliffhangers. Alternatively, information not related to physical activity, difficult-to-follow plot lines, passive protagonists, and repetitive narrative tropes were less appealing for physical activity.

          Conclusions

          This research provides preliminary evidence that narratives have characteristics that may increase child physical activity when playing active games. Future empirical studies should verify and test these design principles.

          Related collections

          Most cited references44

          • Record: found
          • Abstract: not found
          • Article: not found

          The Motivational Pull of Video Games: A Self-Determination Theory Approach

            Bookmark
            • Record: found
            • Abstract: found
            • Article: not found

            Comparison of overweight and obesity prevalence in school-aged youth from 34 countries and their relationships with physical activity and dietary patterns.

            The purposes of this systematic review were to present and compare recent estimates of the prevalence of overweight and obesity in school-aged youth from 34 countries and to examine associations between overweight and selected dietary and physical activity patterns. Data consisted of a cross-sectional survey of 137 593 youth (10-16 years) from the 34 (primarily European) participating countries of the 2001-2002 Health Behaviour in School-Aged Children Study. The prevalence of overweight and obesity was determined based on self-reported height and weight and the international child body mass index standards. Logistic regression was employed to examine associations between overweight status with selected dietary and physical activity patterns. The two countries with the highest prevalence of overweight (pre-obese + obese) and obese youth were Malta (25.4% and 7.9%) and the United States (25.1% and 6.8%) while the two countries with the lowest prevalence were Lithuania (5.1% and 0.4%) and Latvia (5.9% and 0.5%). Overweight and obesity prevalence was particularly high in countries located in North America, Great Britain, and south-western Europe. Within most countries physical activity levels were lower and television viewing times were higher in overweight compared to normal weight youth. In 91% of the countries examined, the frequency of sweets intake was lower in overweight than normal weight youth. Overweight status was not associated with the intake of fruits, vegetables, and soft drinks or time spent on the computer. In conclusion, the adolescent obesity epidemic is a global issue. Increasing physical activity participation and decreasing television viewing should be the focus of strategies aimed at preventing and treating overweight and obesity in youth.
              Bookmark
              • Record: found
              • Abstract: not found
              • Article: not found

              The Extended Transportation-Imagery Model: A Meta-Analysis of the Antecedents and Consequences of Consumers' Narrative Transportation

                Bookmark

                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Oct-Dec 2019
                21 November 2019
                : 7
                : 4
                : e16031
                Affiliations
                [1 ] Health Technology Lab College of Arts, Media, and Design, Bouvé College of Health Sciences Northeastern University Boston, MA United States
                [2 ] Department of Communication State University of New York at Buffalo Buffalo, NY United States
                [3 ] Children’s Nutrition Research Center Baylor College of Medicine US Department of Agriculture Houston, TX United States
                Author notes
                Corresponding Author: Amy Shirong Lu a.lu@ 123456northeastern.edu
                Author information
                https://orcid.org/0000-0002-8230-9049
                https://orcid.org/0000-0002-5469-8470
                https://orcid.org/0000-0002-5491-8816
                Article
                v7i4e16031
                10.2196/16031
                6895869
                31750833
                4d663e20-1334-4e28-a7d1-c9bf16a05840
                ©Amy Shirong Lu, Melanie C Green, Debbe Thompson. Originally published in JMIR Serious Games (http://games.jmir.org), 21.11.2019.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 27 August 2019
                : 18 September 2019
                : 23 September 2019
                : 17 October 2019
                Categories
                Original Paper
                Original Paper

                narrative,physical activity,active game,children,thematic analysis

                Comments

                Comment on this article