| Literature DB >> 32229466 |
Caio Victor Sousa1, Austin Fernandez1, Jungyun Hwang2, Amy Shirong Lu1.
Abstract
BACKGROUND: 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.Entities:
Keywords: exercise; fitness trackers; narration; physical activity; video games
Year: 2020 PMID: 32229466 PMCID: PMC7157497 DOI: 10.2196/17994
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Age, anthropometrics, and demographic characteristics of the sample.
| Variables | Narrative (n=12) | Nonnarrative (n=10) | ||
| Age (years), mean (SD) | 9.58 (1.16) | 10.30 (1.34) | .19 | |
| Height (cm), mean (SD) | 141. 3 (9.99) | 146.5 (7.98) | .19 | |
| Weight (kg), mean (SD) | 33.80 (7.84) | 40.27 (9.92) | .11 | |
| BMI percentile, mean (SD) | 45.08 (25.97) | 56.80 (35.14) | .40 | |
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| Male | 8 (67) | 7 (70) | N/Aa |
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| Female | 4 (33) | 3 (30) | N/A |
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| White | 7 (64) | 4 (40) | N/A |
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| Black or African American | 1 (9) | 2 (20) | N/A |
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| Asian | 2 (18) | 2 (20) | N/A |
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| Other | 1 (9) | 0 (0) | N/A |
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| Prefer not to answer | 0 (0) | 2 (20) | N/A |
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| High school graduate or General Educational Development | 2 (17) | 0 (0) | N/A |
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| Some college | 1 (8) | 1 (10) | N/A |
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| College graduate | 5 (42) | 6 (60) | N/A |
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| Postgraduate | 4 (33) | 3 (30) | N/A |
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| $20,000-$39,000 | 3 (27) | 2 (22) | N/A |
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| $60,000-$79,000 | 1 (9) | 2 (22) | N/A |
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| $80,000-$100,000 | 2 (18) | 0 (0) | N/A |
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| >$100,000 | 5 (46) | 5 (56) | N/A |
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| Prefer not to answer | 1 (9) | 1 (11) | N/A |
| Number of adults in the household, mean (SD) | 2.17 (0.71) | 2.00 (0.47) | .52 | |
| Number of children in the household, mean (SD) | 2.67 (0.45) | 2.70 (1.06) | .95 | |
aN/A: not applicable.
Figure 1Comparison of narrative immersion between narrative videos and non-narrative videos adjusted by social desirability.
Physical activity and active video game data.
| Variables | Narrative (n=12), mean (SD) | Nonnarrative (n=10), mean (SD) | |||
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| Vector magnitude (counts) | 86.2 (33.8) | 64.2 (13.7) | 2.060 (20) | .06 |
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| Moderate-to-vigorous physical activity (minutes) | 19.5 (13.3) | 7.9 (5.8) | 2.725 (20) | .02 |
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| Total steps | 1461 (838) | 1049 (549) | 1.383 (20) | .18 |
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| Total play time (minutes) | 33.3 (14.1) | 34.3 (11.5) | 0.174 (20) | .86 |
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| Number of levels | 9.8 (3.7) | 10.2 (2.6) | 0.304 (20) | .76 |
Figure 2Heart rate and rate of perceived exertion during (only heart rate) and after active video game. AVG: active video game; HR: heart rate; RPE: rate of perceived exertion.
Correlation matrix of narrative/game scales, physical activity, and heart rate.
| Variables | Immersion | Playing time | Number of levels | MVPAa | VMb | |||||
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| Playing time | 0.02 | .92 | N/Ac | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
| Number of levels | 0.08 | .73 |
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| N/A | N/A | N/A | N/A | N/A | N/A |
| MVPA |
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| 0.53 | .12 | N/A | N/A | N/A | N/A |
| VM |
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| 0.42 | .06 |
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| N/A | N/A |
| Heart rate (active video game) |
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| 0.29 | .19 | 0.18 | .42 |
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aMVPA: moderate-to-vigorous physical activity.
bVM: vector magnitude.
cN/A: not applicable.
dItalicized values denote significant correlation.
Figure 3Mediation model of the relationship between narrative immersion and minutes in moderate-to-vigorous physical activity during active video game play. MVPA: moderate-to-vigorous physical activity.