ARTICLE 009Screen → Play6 min read

Make the Story Playable

Characters, shared challenges, and room for invention can give children something to carry from a story into their own games. GameFit’s creative question is how to make that invitation worth accepting.

Illustrative scene of children cooperating in a ball-passing game on an outdoor court.
AI-generated illustration of a recreational game; not a GameFit pilot or research photograph.

Imagine a story about a neighborhood team preparing for its first game. Its best player keeps trying to do everything alone. A quieter teammate notices something everyone else has missed: they are leaving one side of the court empty. The turning point comes when the team changes how it plays together.

A child could enjoy that scene simply as a story. But it also contains the beginning of a game: can we get the ball to everyone, find the open space, and build a different way to play?

That is a useful creative starting point for GameFit. Entertainment can offer characters to care about and situations children want to explore. Our proposition is to develop those elements so that continuing the experience through movement and shared play feels like an appealing possibility.

The work begins inside the story, well before a closing message asks anyone to be active.

Give children a situation they want to enter

A playable story needs something children can make their own. That might be a team with an unfinished plan, a friendly rivalry, a puzzling challenge, or a character learning how to contribute. The audience needs enough of the situation to imagine taking part.

An exceptional athlete can be exciting to watch. For this particular purpose, however, it is worth asking what the audience can actually borrow. A spectacular trick may offer little that belongs in ordinary play. A character who discovers a useful pass, tries again after a mistake, or makes space for a teammate gives the writer a more accessible action to build around.

The same applies to the cast. If every important moment belongs to one hero, other children have fewer roles to explore. A wider story world can give different characters different strengths, interests, and ways of helping. The creative question becomes: who else matters to what happens next?

This is a proposal for how we develop GameFit stories. It should be tested with children rather than treated as a universal account of what they enjoy.

Research offers a reason to investigate

A small randomized study published in 2020 assigned 22 children ages 8–12 to watch either a narrative or a nonnarrative animated video before playing an active video game. The narrative group spent more time in moderate-to-vigorous physical activity during that session. This was movement while playing a console game, not evidence that a story would lead children into independent outdoor play. (Source 1)

A larger six-month trial published in 2025 provides a useful counterweight. It recruited 135 children ages 7–14, predominantly Black and Hispanic children with overweight or obesity; 79 completed all three assessment visits. Narrative-enhanced games did not consistently increase daily moderate-to-vigorous activity across the trial. The researchers concluded that the additional advantage of narrative was inconclusive, with pandemic-related implementation challenges among the limitations. (Source 2)

Together, these studies justify exploring the idea while setting limits on what we can claim. An engaging story, an active game session, and a lasting change in everyday play are different outcomes. GameFit’s proposed bridge into offline activity needs its own evaluation.

Let the plot suggest the game

Consider the neighborhood-team example as an illustrative concept, not a completed GameFit product. The story’s problem is that the team has stopped noticing one another. Its solution depends on passing, finding space, and including the whole group. Those actions give the real-world invitation its shape.

With an adult helping select a suitable space and equipment, a few children could try a cooperative passing game. Their shared goal might be to get the ball to each participant before returning it to the starting player. They decide together whether to roll, bounce, or gently pass it, and choose a comfortable distance.

The story supplies a reason for the challenge. The children supply its local version. They might give their team a name, invent a signal, or change the route after the first attempt. A missed pass becomes something to adjust together rather than a reason to exclude someone.

The invitation should be short enough to explain without replaying a video. For a parent, the essentials are recognizable: what the children are trying to do, what they need, and how to make the activity suitable for those taking part. Elaborate setup can wait for another story.

Give children room to change it

There is a creative tension here. A publisher needs a coherent world, but children need space within an invitation. If every action and line of dialogue is prescribed, the continuation can become another set of instructions to complete.

UNICEF’s Responsible Innovation in Technology for Children framework identifies autonomy, relationships, creativity, and competence among the dimensions that matter in digital play. It encourages design that gives children meaningful choices and opportunities to make things and solve problems. These findings concern digital experiences; applying those principles to story-led offline play is our design interpretation. (Source 3)

In the passing example, the shared objective can remain clear while the children change the details. They can shorten the distance, use a different ball, play seated, or agree on a new order. The activity should accommodate a child’s participation rather than make everyone reproduce the same performance.

The adults’ role is to help establish workable conditions and support the group when needed. The children should still have decisions that belong to them, including whether they want to play this game at all.

Build a world with more than one way in

GameFit’s stories could begin in a short film, an illustrated book, a comic, or a browser-readable chapter. Each format presents a different creative opportunity, but each can introduce a situation that makes sense beyond its original medium.

A tennis story might turn a rally into a shared problem: how can two players help each other keep it going? A soccer story could explore the teammate who notices a passing opportunity. Another story might begin with a group inventing a game because they have no marked court. These are development directions, not announcements of finished titles.

An established lead character can help readers recognize the world. An ensemble gives that world more places to go. Different stories can follow different characters, sports, friendships, and ordinary setbacks, with participation available at more than one level of confidence or experience.

For parents, the practical attraction should be visible in the content itself. A story ought to work as entertainment, with an optional continuation that is understandable and feasible. Reading it without doing the activity should remain a complete experience.

Look for what children do with the invitation

The first question in a future GameFit concept review should be whether children understand and want to try the game. We would also want to know which parts they change, who finds a role, where adult explanation becomes necessary, and whether the idea works with the space and equipment families actually have.

Those observations would help improve a concept. Establishing sustained changes in movement or social connection would require a separate, appropriately designed study.

For now, GameFit’s creative ambition is specific: develop stories that leave children with characters, ideas, and shared challenges they can carry into their own play. The next chapter might be another book or episode. It might also be the game they invent together after this one ends.

Sources + further reading

Evidence behind the argument.

  1. Journal of Medical Internet ResearchThe Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children (2020; corrected)
  2. International Journal of Behavioral Nutrition and Physical ActivityThe impact of narratives and active video games: randomized controlled trial (2025)
  3. UNICEF InnocentiResponsible Innovation in Technology for Children

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