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Baseline and Post-Test Key Health Outcomes from 97 Study Participants 

Baseline and Post-Test Key Health Outcomes from 97 Study Participants 

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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 videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do i...

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... Preference, Fruit Self-Efficacy, Vegetable Self-Efficacy, and PA Self-Efficacy significantly improved (P values < 0.05), and Intrinsic Motivation for Water marginally improved (P = 0.07) from the baseline ( Table 2). There were no differ- ences in these variables among the three ethnic groups at the baseline level (P values > 0.10) except for Vegetable Self- Efficacy (Hispanic children scored significantly lower than Caucasian and African-American children, P < 0.05). ...

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... Children received ambiguous faces well when the face shared their own phenotypic features. For example, when a health game character was designed with the facial characteristics of both Black and Latino features, 10-to 12-year-old Black and Latino children had greater game story immersion and better health outcomes than White children (Lu et al., 2012). ...
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... Story immersion refers to the experience of being absorbed and engaged by it. The players may experience psychological immersion while being fully engaged in the game story, thereby paying close attention to embedded messages, and taking on a leading role in the learning process Thompson et al. 2012;Wang et al. 2015;Wang et al. 2017). The development of mHealth interventions must be based on evidence, behavior change theories, and taxonomies. ...
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... Narrative features are used to provide a story to a game, helping users to imagine the virtual world and become immersed in gameplay (Lu, 2015;Lu, Thompson, Baranowski, Buday, & Baranowski, 2012;Schneider, Lang, Shin, & Bradley, 2004). Such immersion can positively impact users' exercise experience. ...
... According to Amy Shirong Lu et al. [84], enriching exergames with stories could facilitate players' compliance to play them, keeping involvement in the game high. Indeed, these are supposed to facilitate players' immersion process, as demonstrated in the study that evaluated the game Escape from Diab [85]. Notably, the latter study also documented improved immersion effects and several health outcomes in the case of ethnic similarity between video game characters and players [23]. ...
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... After watching the daily animation episodes, children answered questionnaires that included demographics, narrative immersion (Lu et al., 2012), PA motivation (Kendzierski & DeCarlo, 1991), and social desirability (Reynolds & Paget, 1983). ...
... As a result, the narrative immersion (NI) scale (Lu et al., 2012) was adapted for children's understanding by revising the original 11-item narrative transportation scale (Green & Brock, 2000). Because the original scale focused on transportation via textual media, one of the original items ("I had a vivid image of [character name]") was removed. ...
... Because the original scale focused on transportation via textual media, one of the original items ("I had a vivid image of [character name]") was removed. Consequently, the narrative immersion scale captures all of the original's essential aspects for assessing children's reactions to visual narrative media (Lu et al., 2012). The remaining ten items have previously been tested multiple times among children of the same age group Sousa et al., 2020). ...
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... Também em jogos sérios, com participação ativa dos estudantes enquanto exercem a sua agência interagindo com a narrativa do jogo (Ravyse et al., 2017). Em videogames, a narrativa envolve o público-alvo com a trama e o drama dos personagens (Lu et al., 2012). ...
... Ainda não sabemos muito bem, pois muitas revisões da literatura têm se debruçado sobre a criação de narrativas com foco no contexto (e.g., jornalismo, saúde), e não em métodos específicos para a imersão. Um método de criação de narrativas imersivas atende a aspectos básicos: o público-alvo, o objetivo e o tipo de imersão narrativa (i.e., reconte a história, altere seu comportamento a partir da identificação com eventos ou personagens) (Lu et al., 2012). ...
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... Feeling part of or inside the story, leads us to the concept of "(...) narrative immersion and its subcategories (temporal, spatial and emotional) are characterized by a degree of mental absorption or intense preoccupation with the story, the diegetic space and the characters inhabiting this space" [3]. To increase narrative immersion, characters with characteristics of the target audience were created in a Health Video Game to prevent childhood obesity [6]. Textual narratives were developed with the OC2RD2 technique [7] to generate narrative immersion [2]. ...
... The character's speech is in text within the balloon; the shape and connection of the balloon to the character defines whether the character is speaking or thinking (e.g., "Right now the crowds are with us!...") and can reflect the nature and emotion of the narrative [8], translating into images the character's voice and thoughts as the scene is read. Although comics are presented in a structure of their own, we adopted the concept of their application to communicate the narrative with plot and characters to increase immersion narrative [3], [6], [9], [10]. ...
... shows a map of the implementable features on the platforms used. Although the Pixton and Powtoom platforms provide free accounts, characters cannot be characterized in a detailed and faithful way to the archetypes, which can impact the narrative immersion by the characters [3], [6]. The Sims 4 platform, although not a free version, made it possible to implement all the features in Table II. ...
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A critical factor in immersive educational narratives is identification by students with the characters. In this work-in-progress analyzes the process of rendering characters from textual narratives into visual form by non-artists (i.e., instructors). We tried to match archetypes with their visual representation through the platforms: Pixton, Powtoon (both 2D) and The Sims4 (3D). The limitations of characterization can impact students’ narrative immersion. As future work we intend to test with the target group and observe the improvements needed to increase identification and sense of immersion in the narrative.
... For example, players may identify with characters' backstories and actions or take on roles that help facilitate learning during gameplay (Marchiori et al., 2012). When learning opportunities are directly woven into the game narrative, players may experience intrinsic motivation to engage in learning (Baranowski et al., 2008;Lu et al., 2012). In turn, the players may apply these learned skills in real life, increasing the generalizability of in-game learning to real-life settings. ...
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... Immersion refers to the degree to which a person is engrossed in an experience (Harvey, Loomis, Bell, & Marino, 1998;Lu, Thompson, Baranowski, Buday, & Baranowski, 2012). Thus, spatial immersion describes the extent to which a person is engrossed in the environment or space where the experience is taking place. ...
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