Fernandes Davies Vanessa, Mafra Rafaella, Beltran Alicia, Baranowski Thomas, Lu Amy Shirong
1 Faculty of Public Health, University of the State of Sao Paulo , Sao Paulo, Brazil .
2 Department of Nutrition, Federal University of Santa Catarina , Santa Catarina, Florianopolis, Brazil .
Games Health J. 2016 Apr;5(2):114-9. doi: 10.1089/g4h.2015.0019. Epub 2016 Jan 28.
This article presents the results of interviews conducted with children regarding their cognitive and affective responses toward a narrative and a non-narrative cartoon. The findings will be used to further explore the role of a narrative in motivating continued active videogame play.
Twenty children (8-11 years old of mixed gender) watched two cartoons (narrative and non-narrative) and were subsequently interviewed. A thematic matrix was used to analyze the interviews.
The narrative cartoon (n = 11) was only slightly preferred compared with the non-narrative one (n = 9), with little difference among the participants. The theme categories identified during the analyses were plot, characters, and suggestions. The fight scenes were mentioned by the children as a likeable aspect of the narrative cartoon. In the non-narrative cartoon, the vast majority (n = 17) liked the information about physical activity that was provided. The children enjoyed the appearance and personalities of the characters in both cartoons. A discrepancy in the data about the fight scenes (narrative cartoon) and characters (both cartoons) was found among the female participants (i.e., some girls did not like the fight and thought the characters were too aggressive). However, most of the children wanted to see more action in the story, an increase in the number of fight scenes (narrative cartoon), or more information about exercise and examples of exercises they could do (non-narrative cartoon). They also suggested adding a game to the non-narrative cartoon, including more characters, and improving the animation in both cartoons.
The children preferred the narrative cartoon because of the story and the fight. Some gender differences were found, which further studies should investigate.
本文介绍了针对儿童就其对叙事性和非叙事性卡通片的认知及情感反应所进行访谈的结果。这些研究结果将用于进一步探究叙事在激励持续积极玩电子游戏方面的作用。
20名儿童(8至11岁,男女混合)观看了两部卡通片(叙事性和非叙事性),随后接受了访谈。采用主题矩阵对访谈进行分析。
与非叙事性卡通片(n = 9)相比,叙事性卡通片(n = 11)的受欢迎程度仅略高,参与者之间差异不大。分析过程中确定的主题类别包括情节、角色和建议。孩子们提到打斗场景是叙事性卡通片的一个吸引人之处。在非叙事性卡通片中,绝大多数(n = 17)喜欢所提供的关于体育活动的信息。孩子们喜欢两部卡通片中角色的外观和性格。在女性参与者中,发现了关于打斗场景(叙事性卡通片)和角色(两部卡通片)的数据存在差异(即一些女孩不喜欢打斗,认为角色过于激进)。然而,大多数孩子希望在故事中看到更多动作,增加打斗场景的数量(叙事性卡通片),或者获得更多关于锻炼的信息以及他们可以进行的锻炼示例(非叙事性卡通片)。他们还建议在非叙事性卡通片中添加游戏,增加角色数量,并改进两部卡通片的动画效果。
孩子们因为故事和打斗而更喜欢叙事性卡通片。发现了一些性别差异,有待进一步研究进行调查。