Lu Amy Shirong, Green Melanie C, Sousa Caio Victor, Hwang Jungyun, Lee I-Min, Thompson Debbe, Baranowski Tom
Northeastern University, Boston, MA, USA.
University at Buffalo, NY, USA.
Communic Res. 2025 Jul;52(5):600-625. doi: 10.1177/00936502231166091. Epub 2023 Apr 23.
Research has supported the effectiveness of narratives for promoting health behavior, but different narrative presentation formats (serial vs. episodic) have seldom been compared. Suspense theories suggest that serial narratives, which do not provide a full resolution at the end of an episode, may create higher motivation for continued engagement with a story. Forty-four 8 to 12-year-old children were randomly assigned to watch an animation series designed for an existing active video game in which the plot was delivered either continuously across multiple episodes (serial) or in multiple yet relatively independent self-contained episodes (episodic). Controlling for social desirability, children who watched the serial narrative had significantly more moderate to vigorous physical activity (MVPA) and step counts while the episodic group's gameplay duration decreased, especially during later visits. There was no difference in self-reported narrative immersion or physical activity intention. Serial narratives can result in more time spent in MVPA behaviors than episodic narratives.
研究证实了叙事方式在促进健康行为方面的有效性,但不同的叙事呈现形式(连续剧式与情节式)很少被比较。悬念理论表明,连续剧式叙事在一集结束时不会给出完整的结局,可能会激发更高的动力,促使人们继续参与故事。44名8至12岁的儿童被随机分配观看为一款现有的主动式视频游戏设计的动画系列,其中情节要么在多集中连续呈现(连续剧式),要么在多个相对独立、自成一体的情节中呈现(情节式)。在控制了社会期望因素后,观看连续剧式叙事的儿童有明显更多的中度至剧烈身体活动(MVPA)和步数,而情节式组的游戏时长减少,尤其是在后期访问期间。在自我报告的叙事沉浸感或身体活动意图方面没有差异。与情节式叙事相比,连续剧式叙事会让人们在MVPA行为上花费更多时间。