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Childrens Cognitive and Affective Responses About a Narrative Versus a Non-Narrative Cartoon Designed for an Active Videogame

机译:儿童对叙事与非叙事卡通设计的一种积极的电子游戏的认知和情感反应

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摘要

>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.
机译:>目的:本文介绍了有关儿童对叙事和非叙事卡通的认知和情感反应的访谈结果。研究结果将被用于进一步探讨叙事在激励持续积极的电子游戏中的作用。>材料和方法:二十个孩子(8-11岁的混合性别)观看了两部卡通漫画(叙事和非漫画) -叙事),随后接受了采访。 >结果:与非叙事卡通(n The = 9)相比,叙事卡通(n = 11)仅被略微偏爱,参与者之间差异很小。分析期间确定的主题类别为情节,人物和建议。孩子们提到战斗场面是叙事卡通的一个可爱方面。在非叙事卡通中,绝大多数(n = 17)喜欢所提供的有关体育锻炼的信息。孩子们喜欢这两部卡通人物的外表和个性。在女性参与者中,有关战斗场景(叙事卡通)和角色(均为卡通)的数据存在差异(即,一些女孩不喜欢战斗,并认为角色过于激进)。但是,大多数孩子都希望看到故事中的更多动作,增加战斗场面(叙事卡通)或更多关于锻炼的信息以及他们可以做的锻炼实例(非叙事卡通)。他们还建议在非叙事卡通中添加游戏,包括更多角色,并改善这两种卡通中的动画。>结论:由于故事和战斗的缘故,孩子们更喜欢叙事卡通。发现了一些性别差异,需要进一步研究。

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