Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.

adolescence adolescent exercise health leisure activities obesity sports video games virtual reality

Journal

JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255

Informations de publication

Date de publication:
17 06 2019
Historique:
received: 16 08 2018
accepted: 17 02 2019
revised: 12 01 2019
entrez: 19 6 2019
pubmed: 19 6 2019
medline: 19 6 2019
Statut: epublish

Résumé

Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (aged 13 to 15 years) with PA. This study aimed to gather adolescents' views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews. Participants were recruited through 2 schools in London, United Kingdom. Semistructured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analyzed using Framework Analysis. A total of 31 participants aged between 13 and 15 years (58% female, 62% from nonwhite ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges, and a social or multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls. Key elements that should be incorporated into a VR game for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multiplayer options, and real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised.

Sections du résumé

BACKGROUND
Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (aged 13 to 15 years) with PA.
OBJECTIVE
This study aimed to gather adolescents' views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews.
METHODS
Participants were recruited through 2 schools in London, United Kingdom. Semistructured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analyzed using Framework Analysis.
RESULTS
A total of 31 participants aged between 13 and 15 years (58% female, 62% from nonwhite ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges, and a social or multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls.
CONCLUSIONS
Key elements that should be incorporated into a VR game for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multiplayer options, and real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised.

Identifiants

pubmed: 31210135
pii: v7i2e11960
doi: 10.2196/11960
pmc: PMC6601253
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e11960

Commentaires et corrections

Type : ErratumIn

Informations de copyright

©Nuša Farič, Eleanor Yorke, Laura Varnes, Katie Newby, Henry WW Potts, Lee Smith, Adrian Hon, Andrew Steptoe, Abigail Fisher. Originally published in JMIR Serious Games (http://games.jmir.org), 17.06.2019.

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Auteurs

Nuša Farič (N)

Department of Behavioural Science & Health, University College London, London, United Kingdom.

Eleanor Yorke (E)

Department of Behavioural Science & Health, University College London, London, United Kingdom.

Laura Varnes (L)

Department of Behavioural Science & Health, University College London, London, United Kingdom.

Katie Newby (K)

Faculty Research Centre for Advances in Behavioural Science, Coventry University, Coventry, United Kingdom.

Henry Ww Potts (HW)

Institute of Health Informatics, University College London, London, United Kingdom.

Lee Smith (L)

Cambridge Centre for Sport and Exercise Sciences, Anglia Ruskin University, Cambridge, United Kingdom.

Adrian Hon (A)

Six to Start, London, United Kingdom.

Andrew Steptoe (A)

Department of Behavioural Science & Health, University College London, London, United Kingdom.

Abigail Fisher (A)

Department of Behavioural Science & Health, University College London, London, United Kingdom.

Classifications MeSH