The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis

Immersion Perceived exertion Video game Differential effects
DOI: 10.2196/17994 Publication Date: 2020-03-31T14:48:28Z
ABSTRACT
Background Active video games (AVGs) can increase physical activity (PA) and help produce higher physiological expenditure. Animated narrative videos (NVs) possess unique immersive motivational properties. When added to AVGs, they have been found moderate-to-vigorous (MVPA) as opposed the original no condition. However, there is evidence of whether that was due NV or addition an animated AVG. Objective This study aimed investigate differential effect adding versus a nonnarrative (NNV) AVG on PA parameters responses explore mediating role immersion. Methods A total 22 children aged 8 12 years were randomly assigned NNV They instructed play (on Xbox Kinect) for long wanted. We used accelerometers estimate time spent (in minutes) in MVPA. Heart rate (HR) perceived exertion (RPE) measured before, during, after session. The participants then reported their experience immersion via questionnaire. Results group had significantly (mean 3.50, SD 0.55 vs mean 2.91, 0.59; P=.03) MVPA 19.46, 13.31 7.85, 5.83; P=.02) than group. Narrative positively correlated with (r=0.52; P=.01) average HR during (r=0.43; P=.05). Mediation analysis indicated mediated (NV NNV) (direct effect: beta=7.51; P=.01). indirect mediator variable (beta=.59; P=.03), which itself marginally associated (beta=6.95; P=.09); when included model, regression coefficient attenuated. Conclusions narratives elicits more immersion, resulting minutes served between its elicitation elevated without increasing RPE. inclusion could be helpful inducing MVPA, enhance engagement additional exertion.
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