Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
Ayla Schwarz,
Greet Cardon,
Sebastien Chastin,
Jeroen Stragier,
Lieven De Marez,
Consortium SmartLife and
Ann DeSmet
Additional contact information
Ayla Schwarz: Consumption and Healthy Lifestyles, Faculty of Social Sciences, Wageningen University & Research, 6708 PB Wageningen, The Netherlands
Greet Cardon: Department of Movement and Sport Sciences, Ghent University, 9000 Ghent, Belgium
Sebastien Chastin: School of Health and Life Science, Caledonian University, Glasgow G4 0BA, UK
Jeroen Stragier: IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium
Lieven De Marez: IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium
Consortium SmartLife: KnowledgeBizConsulting, and Faculdade de Ciências e Tecnologia, Universidade NOVA, 1099-085 Lisbon, Portugal
Ann DeSmet: Research Center for the Promotion of Health, Prosocial Behavior and Wellbeing PACE, Faculty of Psychological and Educational Sciences, Université Libre de Bruxelles, 1050 Brussels, Belgium
IJERPH, 2021, vol. 18, issue 14, 1-19
Abstract:
Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research.
Keywords: mobile exergame; serious game; user engagement; adolescent; dynamic tailoring; dynamic difficulty adjustment; randomized controlled trial (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2021
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