2023
DOI: 10.1007/s10055-023-00754-7
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The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games

Abstract: 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 experie… Show more

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Cited by 8 publications
(4 citation statements)
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“…Another possible explanation for this preliminary result is that animated images may be more able to gain attention during online lectures which are demanding for students’ concentration and additionally may be suitable for a topic requiring being active. Depicting possible differences between narrative and non-narrative video formats, the current results are incongruent with a recent study ( 59 ) which found that narrative videos were superior to non-narrative videos in reducing students’ subsequent sedentary behavior while playing video games. In our study, narrative and non-narrative formats only varied with regard to the application of a dialog, but the same moving images were presented.…”
Section: Discussioncontrasting
confidence: 99%
“…Another possible explanation for this preliminary result is that animated images may be more able to gain attention during online lectures which are demanding for students’ concentration and additionally may be suitable for a topic requiring being active. Depicting possible differences between narrative and non-narrative video formats, the current results are incongruent with a recent study ( 59 ) which found that narrative videos were superior to non-narrative videos in reducing students’ subsequent sedentary behavior while playing video games. In our study, narrative and non-narrative formats only varied with regard to the application of a dialog, but the same moving images were presented.…”
Section: Discussioncontrasting
confidence: 99%
“…The primary limitation was being able to access technology to support participation in a VR-based intervention. VR interventions for college students date back more than 10 years to explorations with influences on alcohol behavior [ 57 , 58 ], physical activity [ 59 , 60 , 61 ] and healthy eating [ 62 , 63 ], and mental health [ 64 , 65 , 66 ]. Recently published research has shown VR and augmented reality interventions to be appropriate for building confidence in vaccinations and promoting adherence to vaccination recommendations [ 67 , 68 , 69 , 70 , 71 ].…”
Section: Discussionmentioning
confidence: 99%
“…Seeing avatars' actions (3) Interacting with teammates (6) Moving realistically (1) Face-to-face negotiation (2) Co-located (11) Safety issues (6) Real and warm (2) Form strategies quickly (3) Pretraining (22) Lack of understanding of game rules (9) Unfamiliarity with VR devices (1) Effective observation and learning (11) Prior experience (1) Theme 4…”
Section: Themesmentioning
confidence: 99%