A focus group study among insufficiently physically active African American adults regarding technology-delivered team-based gamification for physical activity promotion.

Health disparities electronic and mobile health (e/mHealth) gamification physical activity (PA) social support

Journal

mHealth
ISSN: 2306-9740
Titre abrégé: Mhealth
Pays: China
ID NLM: 101678564

Informations de publication

Date de publication:
2024
Historique:
received: 11 08 2023
accepted: 16 11 2023
medline: 7 2 2024
pubmed: 7 2 2024
entrez: 7 2 2024
Statut: epublish

Résumé

Gamification represents a promising approach for facilitating positive social interactions among groups of individuals and is increasingly being leveraged in physical activity (PA) interventions to promote enhanced intervention engagement and PA outcomes. Although African American (AA) adults experience disparities associated with health conditions that can be ameliorated with increased PA, little is known about how best to culturally target PA gamification strategies for this population. The purpose of this study was to gather perspectives from AA adults residing in the Southeast United States and subsequently identify themes to help inform the cultural adaptation of an existing electronic and mobile health (e/mHealth) gamification- and theory-based PA intervention for teams of insufficiently active AA adults. An AA moderator facilitated six online focus groups among AA adults (n=42; 93% female; 45.09±9.77 years; 34.40±57.38 minutes/week of reported moderate-intensity equivalent PA), using a semi-structured focus group guide. Drawing from a content analysis approach, transcripts were coded and salient themes were identified. The focus groups revealed the following seven themes: (I) motivation (team-based gamification motivating); (II) accountability (team-based gamification promotes accountability); (III) competition (competitive elements attractive); (IV) weekly challenges (prefer to choose weekly PA challenges); (V) leaderboard feedback (preference for viewing steps and active minutes via a leaderboard); (VI) cultural relevancy (prefer elements reflective of their race and culture that promote team unity); (VII) teammate characteristics (mixed preferences regarding ideal sociodemographic characteristics and starting PA level of teammates). Integrating team-based gamification in an e/mHealth-based PA intervention may be acceptable among AA adults. The identification of specific design preferences and perceptions of the value of the social environment points to the need to consider surface-level and deep structure cultural targeting when developing and further exploring best practices regarding gamified PA interventions for insufficiently active AAs.

Sections du résumé

Background UNASSIGNED
Gamification represents a promising approach for facilitating positive social interactions among groups of individuals and is increasingly being leveraged in physical activity (PA) interventions to promote enhanced intervention engagement and PA outcomes. Although African American (AA) adults experience disparities associated with health conditions that can be ameliorated with increased PA, little is known about how best to culturally target PA gamification strategies for this population. The purpose of this study was to gather perspectives from AA adults residing in the Southeast United States and subsequently identify themes to help inform the cultural adaptation of an existing electronic and mobile health (e/mHealth) gamification- and theory-based PA intervention for teams of insufficiently active AA adults.
Methods UNASSIGNED
An AA moderator facilitated six online focus groups among AA adults (n=42; 93% female; 45.09±9.77 years; 34.40±57.38 minutes/week of reported moderate-intensity equivalent PA), using a semi-structured focus group guide. Drawing from a content analysis approach, transcripts were coded and salient themes were identified.
Results UNASSIGNED
The focus groups revealed the following seven themes: (I) motivation (team-based gamification motivating); (II) accountability (team-based gamification promotes accountability); (III) competition (competitive elements attractive); (IV) weekly challenges (prefer to choose weekly PA challenges); (V) leaderboard feedback (preference for viewing steps and active minutes via a leaderboard); (VI) cultural relevancy (prefer elements reflective of their race and culture that promote team unity); (VII) teammate characteristics (mixed preferences regarding ideal sociodemographic characteristics and starting PA level of teammates).
Conclusions UNASSIGNED
Integrating team-based gamification in an e/mHealth-based PA intervention may be acceptable among AA adults. The identification of specific design preferences and perceptions of the value of the social environment points to the need to consider surface-level and deep structure cultural targeting when developing and further exploring best practices regarding gamified PA interventions for insufficiently active AAs.

Identifiants

pubmed: 38323152
doi: 10.21037/mhealth-23-44
pii: mh-10-23-44
pmc: PMC10839515
doi:

Types de publication

Journal Article

Langues

eng

Pagination

3

Informations de copyright

2024 mHealth. All rights reserved.

Déclaration de conflit d'intérêts

Conflicts of Interest: All authors have completed the ICMJE uniform disclosure form (available at https://mhealth.amegroups.com/article/view/10.21037/mhealth-23-44/coif). All authors report that this project was funded by the Southeast Regional Pilot and Feasibility Program [Vanderbilt University School of Medicine/National Institute of Diabetes and Digestive and Kidney Diseases (No. DK020593 to Principal Investigator: C.M.M.)]. This funding provided monetary support for K.Z. and M.S. to fulfill their role in the proposed work. Effort on this project was provided in-kind by C.M.M., R.E.D., G.D., R.L.N., B.C., and D.S.W. C.M.M. reports receiving travel costs in 2022 from the University of South Carolina to present a portion of this work via a poster at the Society of Behavioral Medicine’s 2022 Annual Meeting. R.L.N. reports receiving NIH funding (R42MD014947) to work with Klein Buendel (a marketing and technology company), to develop a smartphone app to increase physical activity in African American men. The authors have no other conflicts of interest to declare.

Auteurs

Courtney M Monroe (CM)

Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Kristen Zosel (K)

Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Melissa Stansbury (M)

Department of Exercise Science, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Nicholas Younginer (N)

Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Rachel E Davis (RE)

Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Gareth Dutton (G)

Department of Medicine, The University of Alabama at Birmingham, Birmingham, AL, USA.

Robert L Newton (RL)

Population and Public Health, Pennington Biomedical Research Center, Louisiana State University, Baton Rouge, LA, USA.

Bo Cai (B)

Department of Epidemiology and Biostatistics, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Delia Smith West (DS)

Department of Exercise Science, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Classifications MeSH