Sousa Caio Victor, Fernandez Austin, Hwang Jungyun, Lu Amy Shirong
College of Arts, Media, and Design, Bouvé College of Health Sciences, Health Technology Lab, Northeastern University, Boston, MA, United States.
Stanford University Medical Center, Department of Medicine, Palo Alto, CA, United States.
J Med Internet Res. 2020 Mar 31;22(3):e17994. doi: 10.2196/17994.
Active video games (AVGs) can increase physical activity (PA) and help produce higher physiological expenditure. Animated narrative videos (NVs) possess unique immersive and motivational properties. When added to AVGs, they have been found to increase moderate-to-vigorous physical activity (MVPA) as opposed to the original no video condition. However, there is no evidence of whether that was due to the NV or the addition of an animated video to an AVG.
This study aimed to investigate the differential effect of adding an NV versus a nonnarrative video (NNV) to an AVG on PA parameters and physiological responses and to explore the mediating role of immersion.
A total of 22 children aged 8 to 12 years were randomly assigned to the NV or NNV condition. They were instructed to play an AVG (on Xbox Kinect) for as long as they wanted. We used accelerometers to estimate the time spent (in minutes) in MVPA. Heart rate (HR) and rate of perceived exertion (RPE) were measured before, during, and after the AVG play session. The participants then reported their experience of narrative immersion via a questionnaire.
The NV group had significantly higher narrative immersion (mean 3.50, SD 0.55 vs mean 2.91, SD 0.59; P=.03) and MVPA (mean 19.46, SD 13.31 vs mean 7.85, SD 5.83; P=.02) than the NNV group. Narrative immersion was positively correlated with MVPA (r=0.52; P=.01) and average HR during AVG (r=0.43; P=.05). Mediation analysis indicated that narrative immersion mediated the effect of NV (NV vs NNV) on MVPA (direct effect: beta=7.51; P=.01). The indirect effect was that NV was positively correlated with the mediator variable narrative immersion (beta=.59; P=.03), which was itself marginally associated with MVPA (beta=6.95; P=.09); when narrative immersion was included in the model, the regression coefficient was attenuated.
AVG with added narratives elicits more narrative immersion, resulting in more minutes in MVPA. Narrative immersion served as a mediator between NV and MVPA via its elicitation of an elevated HR without increasing RPE. The inclusion of immersive narratives in AVG could be helpful for inducing MVPA, to enhance AVG engagement without additional exertion.
主动式电子游戏(AVG)可以增加身体活动(PA),并有助于产生更高的生理消耗。动画叙事视频(NV)具有独特的沉浸感和激励特性。当添加到AVG中时,已发现它们会增加中等到剧烈的身体活动(MVPA),这与原始的无视频条件相反。然而,没有证据表明这是由于NV还是将动画视频添加到AVG中所致。
本研究旨在调查在AVG中添加NV与非叙事视频(NNV)对PA参数和生理反应的差异影响,并探讨沉浸感的中介作用。
总共22名8至12岁的儿童被随机分配到NV或NNV组。他们被指示根据自己的意愿玩AVG(在Xbox Kinect上)。我们使用加速度计估计在MVPA中花费的时间(以分钟为单位)。在AVG游戏过程之前、期间和之后测量心率(HR)和自觉用力程度(RPE)。然后,参与者通过问卷报告他们的叙事沉浸体验。
NV组的叙事沉浸感(平均值3.50,标准差0.55,对比平均值2.91,标准差0.59;P = 0.03)和MVPA(平均值19.46,标准差13.31,对比平均值7.85,标准差5.83;P = 0.02)显著高于NNV组。叙事沉浸感与MVPA(r = 0.52;P = 0.01)和AVG期间的平均HR(r = 0.43;P = 0.05)呈正相关。中介分析表明,叙事沉浸感介导了NV(NV与NNV对比)对MVPA的影响(直接效应:β = 7.51;P = 0.01)。间接效应是NV与中介变量叙事沉浸感呈正相关(β = 0.59;P = 0.03),叙事沉浸感本身与MVPA有微弱关联(β = 6.95;P = 0.09);当将叙事沉浸感纳入模型时,回归系数减弱。
添加叙事的AVG会引发更多的叙事沉浸感,从而导致MVPA时间增加。叙事沉浸感通过引发心率升高而不增加RPE,在NV和MVPA之间起到中介作用。在AVG中加入沉浸式叙事可能有助于诱导MVPA,在不增加额外体力消耗的情况下增强AVG的参与度。