Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative 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:
25 Aug 2020
25 Aug 2020
Historique:
received:
03
06
2019
accepted:
25
06
2020
revised:
19
11
2019
entrez:
26
8
2020
pubmed:
26
8
2020
medline:
26
8
2020
Statut:
epublish
Résumé
Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention. This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study. Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis. Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. Parents discussed an inability to relate to gaming due to "generational differences," but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose. The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed "real-world" physical activity, they believed the key to engagement was through technology. Overall, there was the perception that harnessing gaming and sedentary screen time for a positive purpose would be strongly supported.
Sections du résumé
BACKGROUND
BACKGROUND
Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention.
OBJECTIVE
OBJECTIVE
This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study.
METHODS
METHODS
Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis.
RESULTS
RESULTS
Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. Parents discussed an inability to relate to gaming due to "generational differences," but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose.
CONCLUSIONS
CONCLUSIONS
The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed "real-world" physical activity, they believed the key to engagement was through technology. Overall, there was the perception that harnessing gaming and sedentary screen time for a positive purpose would be strongly supported.
Identifiants
pubmed: 32840487
pii: v8i3e14920
doi: 10.2196/14920
pmc: PMC7479580
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e14920Subventions
Organisme : Medical Research Council
ID : MR/R015430/1
Pays : United Kingdom
Informations de copyright
©Lucy McMichael, Nuša Farič, Katie Newby, Henry W W Potts, Adrian Hon, Lee Smith, Andrew Steptoe, Abi Fisher. Originally published in JMIR Serious Games (http://games.jmir.org), 25.08.2020.
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