The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games

被引:13
作者
Lu, Amy Shirong [1 ]
Pelarski, Victoria [2 ]
Alon, Dar [3 ]
Baran, Aleksandra [1 ]
McGarrity, Emma [1 ]
Swaminathan, Neha [1 ]
Sousa, Caio Victor [4 ]
机构
[1] Northeastern Univ, Coll Arts Media & Design, Bouve Coll Hlth Sci, Hlth Technol Lab, Boston, MA 02115 USA
[2] Johns Hopkins Univ, Bloomberg Sch Publ Hlth, Baltimore, MD 21205 USA
[3] Harvard Univ, Harvard TH Chan Sch Publ Hlth, Boston, MA 02115 USA
[4] Loyola Marymount Univ, Frank R Seaver Coll Sci & Engn, Hlth & Human Sci, Los Angeles, CA 90045 USA
基金
美国国家卫生研究院;
关键词
Virtual reality; Active video game; Exergame; Narrative; Story; Physical activity; Game experience; BEHAVIOR-CHANGE; EXERCISE; HEALTH; OBESITY; TRANSPORTATION; CALIBRATION; TELEVISION; PREVALENCE; INTENSITY; ENJOYMENT;
D O I
10.1007/s10055-023-00754-7
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (between-subject: narrative vs. no narrative) in active virtual reality and sedentary virtual reality games (within-subject) and examined between- and within-subject effects on physical activity behavior, game experience, and physical activity engagement. We randomized 36 sedentary college students to either the narrative or the non-narrative group. All participants played an active virtual reality and a sedentary virtual reality game in counter-balanced order. Before each game session, they either watched a 5-min narrative video (narrative) or directly played the original virtual reality games without narratives (non-narrative). We collected participants' physical activity data using wrist-worn accelerometers; we obtained their game experience and physical activity engagement via questionnaires. The narrative group spent a greater proportion of time in moderate-to-vigorous physical activity (%) and had less non-movement time during the active virtual reality gameplay than the non-narrative group (all p values < .05). The active virtual reality sessions induced a greater positive affect and greater physical activity engagement ratings than the sedentary virtual reality sessions. The incorporation of narrative elements in active virtual reality increased the relative time spent in moderate-to-vigorous physical activity and reduced non-movement time, compared to the non-narrative group. Active virtual reality encouraged more activity by participants and offered them a more enjoyable gaming experience in which they engaged more. Active virtual reality is a feasible physical activity promotion option among sedentary adults; the incorporation of narrative elements in active virtual reality helps increase relative moderate-to-vigorous physical activity and should be further explored for its efficacy.
引用
收藏
页码:1607 / 1622
页数:16
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