Exploring Young Adults' Energy Expenditure, Physical Activity, Enjoyment, And Motivation In Narrative And Non-narrative Exergaming
PURPOSE: While exergaming is known to boost physical activity (PA) levels and psychological factors linked to sustained PA participation, little research has explored the effects of adding narrative elements to exergames on PA and health outcomes. This study investigated the impact of narrative vs. non-narrative exergaming on moderate-to-vigorous PA (MVPA) and light PA (LPA). It also examined differences in energy expenditure (EE), perceived exertion (RPE), PA-related psychological factors, and potential sex differences. METHODS: Forty-nine college students (25 female; Mage = 23.2 ± 3.5 years) completed two separate 20-minute exergaming sessions: 1) Nintendo Switch’s Let’s Get Fit (non-narrative) and 2) Ring Fit Adventure (narrative). PA and EE were measured with ActiGraph accelerometers. RPE was recorded every four minutes by trained research assistants. Enjoyment, situational motivation, and self-efficacy were self-reported using validated questionnaires after each session. A series of repeated measures ANOVA, with sex as between-subjects factor and exergame type as within-subjects factor, was conducted. RESULTS: Significant main effects of exergame type were observed for MVPA, F(1,94) = 66.79, p < 0.01; LPA, F(1,94) = 70.84, p < 0.01; EE, F(1,94) = 46.54, p < 0.01; and enjoyment, F(1,47) = 10.44, p < 0.01. Post hoc Tukey tests showed narrative exergaming significantly increased enjoyment (95% CI[0.16, 0.67]), p < 0.01 compared to non-narrative exergaming. However, non-narrative exergaming revealed significantly higher levels of MVPA (95% CI[2.87, 4.75]), p < 0.01, and EE (95% CI[26, 47.7]), p < 0.01, while resulting in lower levels of LPA (95% CI[-4.8, -2.95]), p < 0.01 than narrative exergaming. A significant interaction effect of sex and exergame type was observed for intrinsic motivation F(1,47) = 4.25, p = 0.04, with females showing higher intrinsic motivation in narrative exergaming (95% CI[0.08, 1.14]), p = 0.03. A significant main effect of sex was observed for self-efficacy, F(1,47) = 4.35, p = 0.04, where males demonstrated higher self-efficacy (95% CI[0.01, 0.56]), p = 0.04. CONCLUSION: The findings suggest narrative exergaming may increase enjoyment and intrinsic motivation in physical activity among young adults, highlighting its potential to support long-term exercise engagement.
Authors
- J.R. Godfrey
- Suryeon Ryu (ORCID: https://orcid.org/0000-0002-8080-8821)
- Yuqi You (ORCID: https://orcid.org/0000-0003-4048-7733)
- John Oginni (ORCID: https://orcid.org/0000-0001-7078-083X)
- Zan Gao (ORCID: https://orcid.org/0000-0002-6037-0439)
- Sha Qu
- Jessh Mavoungou
Institutions
- Knoxville College (US)
- University of Tennessee at Knoxville (US)
Publication Details
- Journal
- Medicine & Science in Sports & Exercise
- Published
- 2025-09-16
- DOI
- https://doi.org/10.1249/01.mss.0001156400.17509.5a
- Primary Topic
- Digital Storytelling and Education
- Type
- article
- Field-Weighted Citation Impact
- 0.00