Abstract
Physically active video games (AVGs) have been found to positively impact physical activity behaviors, especially when a narrative is added. However, the motivational and cognitive benefits of adding narrative to AVG are unclear. We examined the separate and additive effects of narrative and AVG on physical activity and cognitive function versus an active comparator, such as a sedentary video game (SVG). We randomly assigned young adults to one of four groups (narrative-AVG, AVG, narrative-SVG, or SVG) and had them complete sustained attention and working memory tasks before and after a 30-min experimental condition. Participants in both narrative-AVG and AVG groups achieved a moderate-intensity physical activity, while adding narrative to AVG resulted in higher step counts and more time spent in moderate-to-vigorous physical activity than AVG without narrative. Regardless of the narrative effect, participants in both AVG groups performed better on overall working memory than both SVG groups, while both AVG and SVG groups similarly achieved maximal performance in sustained attention. Working memory enhancement was positively correlated with increased heart rate. Participants in narrative-SVG group had a better response accuracy in working memory than those who played SVG without narrative. Taken together, adding narrative to AVG as a motivational component increased physical activity, which was the primary factor in the improvement of overall working memory.
Highlights
Video gaming has become an increasingly popular form of entertainment and a part of modern popular culture worldwide in the last four decades
The average heart rate, though, was not related to retrieval latency time in either the active video games (AVGs) groups (r = 0.19, p = 0.095), the sedentary video game (SVG) groups (r = 0.20, p = 0.089) or all participants (r = −0.04, p = 0.337). This is the first randomized-controlled study demonstrating that adding narrative to AVG additively increases physical activity and enhances cognitive function in healthy, young adults
We found that the 30-min AVG intervention in the N-AVG and AVG groups resulted in a moderate-intensity level of physical activity, corresponding to the recommended 30-min of moderate-intensity physical activity per day for adults
Summary
Video gaming has become an increasingly popular form of entertainment and a part of modern popular culture worldwide in the last four decades. While playing an SVG may have some cognitive, motivational, emotional, and social benefits in clinical and non-clinical settings[3], a growing body of evidence demonstrates lengthy sedentary game play’s negative impacts on health. These include health risks associated with increases in depression, aggressive behaviors, video game addiction, sleep deprivation, limited social or mental leisure activities[4], and greater levels of obesity[5,6] and musculoskeletal pain[7]. To our knowledge, no studies have examined the independent or additive effects of narrative, physical exercise, or video games through the use of AVGs or SVGs on cognitive function in healthy, young adults
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