TY - JOUR
T1 - Can Earth’s mightiest heroes help children be physically active? Exploring the immersive qualities of Les Mills’ and Marvel’s “Move Like the Avengers” video
AU - Budzynski-Seymour, Emily
AU - Jones, Michelle
AU - Steele, James
PY - 2021/7/5
Y1 - 2021/7/5
N2 - There have been calls for more enjoyable Physical Activity (PA) interventions which focus on ensuring a positive affective response. This study explored how using a narrative, characters, and music in a video-led PA session might influence the sense of immersion and impact the affective response. One hundred and thirty-six participants (boys n = 65, girls n = 71) were recruited, 85% aged between 7 and 11 years old. Participants completed the “Move Like the Avengers” PA video created by Les Mills and Marvel, then complete a survey answering questions on their post activity affective responses, and the use of immersive elements. Positive average affective responses were found (valence mean score: 3.6 ± 2.2, arousal mean score: 5.1 ± 1.0). Analysis revealed the narrative with characters indirectly mediate the valence response through creating a sense of immersion (βstd = 0.122 [95%CI 0.013 to 0.231]; p = 0.012). Musical elements had both a direct (βstd = 0.449 [95%CI 0.264 to 0.634]; p < 0.001), and an indirect (βstd = 0.122 [95%CI 0.014 to 0.229]; p = 0.011) effect upon valence and a direct effect upon arousal (βstd = 0.244 [95%CI 0.006 to 0.482]; p = 0.021). These promising results provide justification for future research into children’s immersive PA.
AB - There have been calls for more enjoyable Physical Activity (PA) interventions which focus on ensuring a positive affective response. This study explored how using a narrative, characters, and music in a video-led PA session might influence the sense of immersion and impact the affective response. One hundred and thirty-six participants (boys n = 65, girls n = 71) were recruited, 85% aged between 7 and 11 years old. Participants completed the “Move Like the Avengers” PA video created by Les Mills and Marvel, then complete a survey answering questions on their post activity affective responses, and the use of immersive elements. Positive average affective responses were found (valence mean score: 3.6 ± 2.2, arousal mean score: 5.1 ± 1.0). Analysis revealed the narrative with characters indirectly mediate the valence response through creating a sense of immersion (βstd = 0.122 [95%CI 0.013 to 0.231]; p = 0.012). Musical elements had both a direct (βstd = 0.449 [95%CI 0.264 to 0.634]; p < 0.001), and an indirect (βstd = 0.122 [95%CI 0.014 to 0.229]; p = 0.011) effect upon valence and a direct effect upon arousal (βstd = 0.244 [95%CI 0.006 to 0.482]; p = 0.021). These promising results provide justification for future research into children’s immersive PA.
KW - Affect
KW - Characters
KW - Children
KW - Enjoyment
KW - Health promotion
KW - Music
KW - Narrative
KW - Physical activity
UR - http://www.scopus.com/inward/record.url?scp=85109199960&partnerID=8YFLogxK
U2 - 10.3390/ijerph18137184
DO - 10.3390/ijerph18137184
M3 - Article
VL - 18
JO - International Journal of Environmental Research and Public Health
JF - International Journal of Environmental Research and Public Health
SN - 1660-4601
IS - 13
M1 - 7184
ER -