Abstract

BackgroundThe incorporation of narratives helps to enhance children’s engagement in active video games (AVGs), thus increasing moderate-to-vigorous physical activity (MVPA). Specific narrative elements, such as the visual representation of the characters’ body shape, have been rarely manipulated to explore their role in modulating children’s narrative engagement (NE) and exercise motivation.ObjectiveTo investigate the effects of character body shape manipulation (overweight/obese, average, or athletic slim) on children’s narrative immersion (NI), NE, wishful identification (WI), as well as their mediating effect on AVG and PA motivation.MethodsChildren ages 8–12 years old (N = 87) were randomly assigned to watch a 15-min animated video (designed for an existing AVG) in which the main characters had an overweight/obese, or average∗, or athletic slim body shape (all other elements were identical). Children’s NI, NE, WI, and AVG and physical activity (PA) motivation were then assessed.ResultsControlling for social desirability, the analysis indicated that participants with a BMI of greater than the 75th percentile had a significantly higher NI, NE, WI, and PA motivation when video characters were set to the overweight/obese condition, than they did for video characters set to the average or athletic slim conditions. On the other hand, children of equal or less than the 75th percentile exposed to the average character body condition had a greater NE, WI, and PA motivation than overweight/obese or athletic slim conditions. A mediation analysis with structural equation modeling indicated that NE mediated the effect between character body shape and AVG and PA motivation.ConclusionNarrative cartoon characters that mirror the target participant’s body shape can increase NE, which in turn mediates AVG and PA motivation. Content producers should identify optimal strategies in character body shape design to encourage children of different weight status to participate in PA with engaging stories to maximize health narratives’ persuasive potentials.∗The term average in this sense is not in reference to the national average body weight, but rather an average of the body weights represented in conditions A and C.

Highlights

  • Entertainment media narratives have great potential in shaping children’s perceptions and behavior (Strasburger et al, 2013)

  • To compare the perceptions of conditions A, B, and C by children of different weight status, we dichotomized our participant population using the 75th percentile of BMI, which happened to have resulted in a median split of the total sample as a cut-off point

  • Characteristics of the sample were compared between the group ≤ 75 and >75 BMI percentile with an independent t-test

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Summary

Introduction

Entertainment media narratives have great potential in shaping children’s perceptions and behavior (Strasburger et al, 2013). With the current childhood obesity epidemic (Wang et al, 2020), it is even more important to examine how the body shapes of media characters should be presented to children when the goal is to encourage them to maintain or lose weight. The incorporation of narratives helps to enhance children’s engagement in active video games (AVGs), increasing moderate-to-vigorous physical activity (MVPA) Specific narrative elements, such as the visual representation of the characters’ body shape, have been rarely manipulated to explore their role in modulating children’s narrative engagement (NE) and exercise motivation

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