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.
| Original language | English |
|---|---|
| Article number | e16031 |
| Journal | JMIR Serious Games |
| Volume | 7 |
| Issue number | 4 |
| DOIs | |
| State | Published - 2019 |
Keywords
- Active game
- Children
- Narrative
- Physical activity
- Thematic analysis
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