The narrative impact of active video games on physical activity
The narrative impact of active video games on physical activity
批准号:
8508887
负责人:
Tom Baranowski
金额:
$12.44万
依托单位国家:
美国
项目类别:
财政年份:
2012
资助国家:
美国
项目状态:
已结题
起止时间:
2012-07-11 至 2015-06-30
关键词:
Activities of Daily LivingAdherenceAffectAffectiveArousalAttentionBehavior TherapyBehavioralBerylliumChildClipCognitionCognitiveCollectionDataDevelopmentDimensionsEnergy MetabolismEquipmentEvaluationEventExerciseFaceFamilyFosteringFutureHealthHealth ClubHealth behaviorHeart RateHome environmentHumanIndividualInterventionLeadLongevityMalignant NeoplasmsManufacturer NameMeasuresMedia InterventionMediatingMethodsMotivationMovementNeighborhoodsOutcomePerceptionPhysical activityPlayPropertyQuality of lifeRiskRoleSchoolsSeriesSiteSuspension substanceSuspensionsTelevisionTestingTraining ProgramsTranslatingTransportationVideo Gamesaffectionagedbasecancer typecombatcommunication behaviordesignevidence baseexperiencefitnessinnovationlongitudinal designnovelnovel strategiesobesity in childrenobesity preventionpreventpsychologicresearch studyresponsesedentary
中文摘要
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英文摘要
DESCRIPTION (provided by applicant): Project Summary Physical activity (PA) is key to both preventing childhood obesity and reducing an individual's risk for certain types of cancer. While conventional PA interventions (e.g., exercise, health clubs) face problems of sustained motivation and adherence to fitness or training programs, active video games (AVGs) offer an innovative alternative for PA promotion due to their promising motivational properties. Although studies suggest that AVGs allow players to achieve the recommended levels of PA, children's motivation to play AVGs often decreases quickly. To reduce this decline, our study introduces an innovative motivating factor: a narrative. A narrative or storyline effectively draws on the human need for narrative closure (i.e., the need to find out how the story will end). A well-constructed narrative has a significant impact on cognition, affect, and health behavior. However, narrative elements are seldom incorporated into AVGs. An AVG with a storyline should encourage children to engage in more PA through increased motivation and extended play. Consequently, AVGs with compelling narratives should increase players' activity energy expenditure (AEE), PA level, and heart rate. Moreover, AVGs with narratives are likely to be more interactive, immersive, and engaging, and thereby elicit cognitive, affective, and behavioral experiences that differ both quantitatively and qualitatively from those elicited by nonnarrative AVGs. The proposed study explores both the novel addition of a compelling narrative to AVGs and its psychological and behavioral consequences on PA. It proposes to create corresponding narrative and nonnarrative cutscenes of comparable duration interspersed in an existing AVG; 40 children aged 8 to 11 will play narrative or nonnarrative versions of the games by watching corresponding cutscenes (i.e., brief, animated clips played in video games) and playing the game. Their cognitive and affective evaluation, motivation to play the games, duration of play, activity energy expenditure (AEE), PA level, and heart rate will be measured for the narrative and nonnarrative versions of the AVG. This study is a first step in a series of rigorous systematic inquiries into the behavioral potentials of narratives via AVGs for combating childhood obesity. The exploration of a narrative's motivating capacity in AVGs will inspire novel AVG designs and introduce a new dimension of PA facilitation among children with immersive and involving games, which may then be translated into school- or family-based health media interventions. Such inquiries would help to create innovative and effective media products to be applied to various health interventions.
期刊论文(9)
专著(0)
科研奖励(0)
会议论文
How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.
活跃的电子游戏对年轻人和老年人的效果如何?
DOI:
10.1089/g4h.2014.0005
发表时间:
2014
期刊:
Games for health journal
影响因子:
3.5
作者:
[van'tRiet,Jonathan, Crutzen,Rik, Lu,AmyShirong]
通讯作者:
Lu,AmyShirong
Serious Games for Healthcare: Applications and Implications.
医疗保健严肃游戏:应用和影响。
DOI:
10.1089/g4h.2013.0062
发表时间:
2013
期刊:
Games for health journal
影响因子:
3.5
作者:
[Lu,AmyShirong]
通讯作者:
Lu,AmyShirong
Minimizing Memory Errors in Child Diet Assessment
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批准号:8737209
-
项目类别:
-
资助金额:$14.25万
-
财政年份:2013
-
负责人:Tom Baranowski
-
依托单位:
Minimizing Memory Errors in Child Diet Assessment
-
批准号:8582288
-
项目类别:
-
资助金额:$18.9万
-
财政年份:2013
-
负责人:Tom Baranowski
-
依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
-
批准号:8237273
-
项目类别:
-
资助金额:$60.37万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
-
批准号:8878234
-
项目类别:
-
资助金额:$56.33万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
-
批准号:8541842
-
项目类别:
-
资助金额:$57.36万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
-
批准号:9069810
-
项目类别:
-
资助金额:$53.73万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
Measuring Parenting: Current Status and Consensus Reports
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批准号:8317868
-
项目类别:
-
资助金额:$1.5万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
-
批准号:8689003
-
项目类别:
-
资助金额:$58.35万
-
财政年份:2012
-
负责人:Tom Baranowski
-
依托单位:
How Can Parents Get Their Kids to Eat More Fruits and Vegetables?
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批准号:7585980
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项目类别:
-
资助金额:$19.24万
-
财政年份:2009
-
负责人:Tom Baranowski
-
依托单位:
How Can Parents Get Their Kids to Eat More Fruits and Vegetables?
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批准号:7849659
-
项目类别:
-
资助金额:$15.78万
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财政年份:2009
-
负责人:Tom Baranowski
-
依托单位:
Active Video Games and Sustainable Physical Activity
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批准号:7701168
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项目类别:
-
资助金额:$18.08万
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财政年份:2009
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负责人:Tom Baranowski
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依托单位:
Food Intake Recording Software System: Version 4
-
批准号:8145091
-
项目类别:
-
资助金额:$0.1万
-
财政年份:2007
-
负责人:Tom Baranowski
-
依托单位:
Food Intake Recording Software System: Version 4
-
批准号:7686112
-
项目类别:
-
资助金额:$57.88万
-
财政年份:2007
-
负责人:Tom Baranowski
-
依托单位:
Food Intake Recording Software System: Version 4
-
批准号:7340288
-
项目类别:
-
资助金额:$57.13万
-
财政年份:2007
-
负责人:Tom Baranowski
-
依托单位:
Food Intake Recording Software System: Version 4
-
批准号:7482998
-
项目类别:
-
资助金额:$57.01万
-
财政年份:2007
-
负责人:Tom Baranowski
-
依托单位:
Food Intake Recording Software System: Version 4
-
批准号:7897892
-
项目类别:
-
资助金额:$52.58万
-
财政年份:2007
-
负责人:Tom Baranowski
-
依托单位:
PROP SENSITIVITY AND OBESITY AMONG ETHNIC CHILDREN
-
批准号:7092210
-
项目类别:
-
资助金额:$44.87万
-
财政年份:2005
-
负责人:Tom Baranowski
-
依托单位:
PROP SENSITIVITY AND OBESITY AMONG ETHNIC CHILDREN
-
批准号:7426844
-
项目类别:
-
资助金额:$39.12万
-
财政年份:2005
-
负责人:Tom Baranowski
-
依托单位:
PROP SENSITIVITY AND OBESITY AMONG ETHNIC CHILDREN
-
批准号:7229393
-
项目类别:
-
资助金额:$43.07万
-
财政年份:2005
-
负责人:Tom Baranowski
-
依托单位:
PROP SENSITIVITY AND OBESITY AMONG ETHNIC CHILDREN
-
批准号:6962198
-
项目类别:
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资助金额:$52.86万
-
财政年份:2005
-
负责人:Tom Baranowski
-
依托单位:
海外基金