TY - JOUR AU - Lu, Amy Shirong AU - Green, Melanie C AU - Thompson, Debbe PY - 2019 DA - 2019/11/21 TI - Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis JO - JMIR Serious Games SP - e16031 VL - 7 IS - 4 KW - narrative KW - physical activity KW - active game KW - children KW - thematic analysis AB - Background: Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children’s physical activity. Objective: Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games. Methods: In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitally recorded, transcribed, and analyzed using exploratory thematic analysis. Results: Findings revealed that the children rated the dystopian science fiction story as their favorite across all weight, race, and gender groups. The physical activity-friendly narrative strategies included virtuous characters, extraordinary character actions, interesting plots, super powers, and engaging cliffhangers. Alternatively, information not related to physical activity, difficult-to-follow plot lines, passive protagonists, and repetitive narrative tropes were less appealing for physical activity. Conclusions: This research provides preliminary evidence that narratives have characteristics that may increase child physical activity when playing active games. Future empirical studies should verify and test these design principles. SN - 2291-9279 UR - http://games.jmir.org/2019/4/e16031/ UR - https://doi.org/10.2196/16031 UR - http://www.ncbi.nlm.nih.gov/pubmed/31750833 DO - 10.2196/16031 ID - info:doi/10.2196/16031 ER -