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
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

e14920

Subventions

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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Auteurs

Lucy McMichael (L)

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

Nuša Farič (N)

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

Katie Newby (K)

Department of Psychology and Sport Sciences, University of Hertfordshire, Hertfordshire, United Kingdom.

Henry W W Potts (HWW)

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

Adrian Hon (A)

Six to Start, Redditch, United Kingdom.

Lee Smith (L)

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

Andrew Steptoe (A)

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

Abi Fisher (A)

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

Classifications MeSH