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Research Project: DEVELOPMENT AND PREVENTION OF CHILDHOOD OBESITY

Location: Children Nutrition Research Center (Houston, Tx)

Title: Story immersion in a health videogame for childhood obesity prevention

Authors
item Lu, Amy -
item Thompson, Deborah
item Baranowski, Janice -
item Buday, Richard -
item Baranowski, Tom -

Submitted to: The Games for Health Journal: Research, Development, and Clinical Applications
Publication Type: Peer Reviewed Journal
Publication Acceptance Date: December 9, 2011
Publication Date: February 1, 2012
Citation: Lu, A.S., Thompson, D.J., Baranowski, J., Buday, R., Baranowski, T. 2012. Story immersion in a health videogame for childhood obesity prevention. The Games for Health Journal: Research, Development, and Clinical Applications. 1(1):37-43.

Interpretive Summary: Stories can immerse people in a new world. Characters in the story can model desirable behaviors. This study found that when the story was immersive and the characters were ethnically similar to the player, the player was more involved, and this was related to several better health outcomes. Therefore, ethnically matched characters may be an important consideration when designing behavior change videogames for children.

Technical Abstract: Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion’s role in health video games among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Eighty-seven 10-12 year-old African-American, Caucasian, and Hispanic children from Houston, Texas, played a health videogame, "Escape from Diab", featuring a protagonist with both African American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. African-American and Hispanic participants reported higher immersion scores than Caucasian participants (p=.01). Story immersion correlated positively (P values < 0.03) with an increase in preference for fruits and vegetables (r=.27), intrinsic motivation for water (r=.29), vegetable self-efficacy (r=.24), and physical activity self-efficacy (r=.32). Ethnic similarity between video game characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health video game narratives is likely to be important in motivating children in obesity prevention and intervention.

   

 
Project Team
Upchurch, Dan
Thompson, Deborah - Debbe
 
Publications
   Publications
 
Related National Programs
  Human Nutrition (107)
 
Related Projects
   BEHAVIORAL PATHWAYS OF BIOLOGICAL INFLUENCES ON ENERGY BALANCE
   PREVENTION OF CHILDHOOD OBESITY THROUGH LIFESTYLE CHANGES
   WEB-BASED AND MULTI-MEDIA INTERVENTIONS TO PROMOTE HEALTHY EATING AND PHYSICAL ACTIVITY IN FAMILIES AND YOUTH
   DEVELOPMENT OF OBESITY-RELATED EATING BEHAVIORS IN CHILDHOOD
   UNDERSTANDING ENVIRONMENTAL FACTORS AND BEHAVIORAL CHANGES FOR CHILDHOOD OBESITY PREVENTION
   PHYSICAL ACTIVITY INTERVENTIONS TO PREVENT CHILDHOOD OBESITY
   CHILDHOOD OBESITY RISK FACTOR CHARACTERIZATION
 
 
Last Modified: 05/22/2013
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