Children's Cognitive and Affective Responses About a Narrative Versus a Non-Narrative Cartoon Designed for an Active Videogame.

Vanessa Fernandes Davies, Rafaella Mafra, Alicia Beltran, Thomas Baranowski, Amy Shirong Lu
Author Information
  1. Vanessa Fernandes Davies: 1 Faculty of Public Health, University of the State of Sao Paulo , Sao Paulo, Brazil .
  2. Rafaella Mafra: 2 Department of Nutrition, Federal University of Santa Catarina , Santa Catarina, Florianopolis, Brazil .
  3. Alicia Beltran: 3 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
  4. Thomas Baranowski: 3 USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.
  5. Amy Shirong Lu: 4 Department of Communication Studies, College of Arts, Media and Design; Department of Health Sciences, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts.

Abstract

OBJECTIVE: This article presents the results of interviews conducted with children regarding their cognitive and affective responses toward a narrative and a non-narrative cartoon. The findings will be used to further explore the role of a narrative in motivating continued active videogame play.
MATERIALS AND METHODS: Twenty children (8-11 years old of mixed gender) watched two cartoons (narrative and non-narrative) and were subsequently interviewed. A thematic matrix was used to analyze the interviews.
RESULTS: The narrative cartoon (n = 11) was only slightly preferred compared with the non-narrative one (n = 9), with little difference among the participants. The theme categories identified during the analyses were plot, characters, and suggestions. The fight scenes were mentioned by the children as a likeable aspect of the narrative cartoon. In the non-narrative cartoon, the vast majority (n = 17) liked the information about physical activity that was provided. The children enjoyed the appearance and personalities of the characters in both cartoons. A discrepancy in the data about the fight scenes (narrative cartoon) and characters (both cartoons) was found among the female participants (i.e., some girls did not like the fight and thought the characters were too aggressive). However, most of the children wanted to see more action in the story, an increase in the number of fight scenes (narrative cartoon), or more information about exercise and examples of exercises they could do (non-narrative cartoon). They also suggested adding a game to the non-narrative cartoon, including more characters, and improving the animation in both cartoons.
CONCLUSIONS: The children preferred the narrative cartoon because of the story and the fight. Some gender differences were found, which further studies should investigate.

References

  1. Games Health J. 2015 Aug;4(4):305-11 [PMID: 26182218]
  2. JAMA. 2012 Feb 1;307(5):483-90 [PMID: 22253364]
  3. Prev Med. 2014 Dec;69:95-107 [PMID: 25172024]
  4. J Pers Soc Psychol. 2000 Nov;79(5):701-21 [PMID: 11079236]
  5. Simul Gaming. 2010 Aug 1;41(4):587-606 [PMID: 20711522]
  6. Am J Prev Med. 2008 Jan;34(1):74-82 [PMID: 18083454]
  7. Pediatrics. 2013 Dec;132(6):1006-13 [PMID: 24276843]
  8. Am J Speech Lang Pathol. 2005 Feb;14(1):52-60 [PMID: 15962846]
  9. Pediatr Exerc Sci. 2010 Nov;22(4):535-46 [PMID: 21242603]
  10. Nurs Clin North Am. 2013 Jun;48(2):271-85 [PMID: 23659813]
  11. Arch Pediatr Adolesc Med. 2007 Jan;161(1):105-7 [PMID: 17199076]
  12. J Diabetes Sci Technol. 2012 Jul;6(4):807-11 [PMID: 22920806]
  13. JMIR Serious Games. 2014 Jul 16;2(2):e8 [PMID: 25654589]
  14. J Diabetes Sci Technol. 2007 Nov;1(6):907-17 [PMID: 19885165]
  15. Games Health J. 2012 Feb 15;1(1):37-44 [PMID: 24066276]
  16. Child Obes. 2015 Aug;11(4):331-4 [PMID: 25978537]
  17. J Sci Med Sport. 2008 Apr;11(2):163-6 [PMID: 17706461]
  18. Games Health J. 2013 Jun;2(3):131-141 [PMID: 24353906]

Grants

  1. R21 CA158917/NCI NIH HHS

MeSH Term

Child
Child Behavior
Cognition
Consumer Behavior
Exercise
Female
Health Education
Health Promotion
Humans
Male
Narration
Pleasure
Sex Factors
Video Games

Word Cloud

Created with Highcharts 10.0.0cartoonnarrativechildrennon-narrativecharactersfightcartoonsscenesinterviewsusedgenderpreferredamongparticipantsinformationfoundstoryOBJECTIVE:articlepresentsresultsconductedregardingcognitiveaffectiveresponsestowardfindingswillexplorerolemotivatingcontinuedactivevideogameplayMATERIALSANDMETHODS:Twenty8-11yearsoldmixedwatchedtwosubsequentlyinterviewedthematicmatrixanalyzeRESULTS:n = 11slightlycomparedonen = 9littledifferencethemecategoriesidentifiedanalysesplotsuggestionsmentionedlikeableaspectvastmajorityn = 17likedphysicalactivityprovidedenjoyedappearancepersonalitiesdiscrepancydatafemaleiegirlslikethoughtaggressiveHoweverwantedseeactionincreasenumberexerciseexamplesexercisesalsosuggestedaddinggameincludingimprovinganimationCONCLUSIONS:differencesstudiesinvestigateChildren'sCognitiveAffectiveResponsesNarrativeVersusNon-NarrativeCartoonDesignedActiveVideogame

Similar Articles

Cited By