| Literature DB >> 29695069 |
Ayla Schwarz1, Ann DeSmet2,3, Greet Cardon4, Sebastien Chastin5,6, Ruben Costa7, António Grilo8, Josue Ferri9, Jorge Domenech10, Jeroen Stragier11,12.
Abstract
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life.Entities:
Keywords: adolescents; contextual design; everyday life; health intervention; mobile exergame
Mesh:
Year: 2018 PMID: 29695069 PMCID: PMC5981874 DOI: 10.3390/ijerph15050835
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Characteristics of participating adolescents.
| Characteristic | n = 49 |
|---|---|
|
| |
| Female | 22 |
| Male | 27 |
|
| |
| <12 years old | 1 |
| 12–14 years old | 18 |
| 15–16 years old | 20 |
| 17–18 years old | 10 |
|
| |
| First grade | 12 |
| Second grade | 19 |
| Third grade | 18 |
|
| |
| Academic track education | 13 |
| Non-academic track education | 36 |
Characteristics of the focus groups.
| Characteristic | FG ¹ | FG | FG | FG | FG | FG | FG | FG |
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
|
| (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 7) | (n = 6) |
| Female | 3 | 2 | 0 | 3 | 6 | 1 | 3 | 4 |
| Male | 3 | 4 | 6 | 3 | 0 | 5 | 4 | 2 |
|
| 16–17 | 14–16 | 11–13 | 15–16 | 12–13 | 16–17 | 14–15 | 16–17 |
|
| Non-academic | Non-academic | Non-academic | Non-academic | Non-academic | Non-academic | Academic | Academic |
1 FG = Focus group.
Semi-structured focus group guide for adolescents.
| Theme | Key Question | Supporting Questions |
|---|---|---|
| Digital games | A. In your opinion, what does a perfect digital mobile game look like that motivates you to play? | 1. Are you playing any digital, mobile, or exergames? |
| Active digital games | B. What should a mobile game look like to make you want to move more? | 2. Which activities would you like to do in the game? |
| Active gaming in everyday life | C. How could the mobile exergame fit into your everyday life? | 3. When would you like to play the game? |
| Smart shirt | D. What do you think about wearing a T-shirt that measures your activity to play the game? | 6. When would you wear the shirt? |
Characteristics of the gameplay frequency.
| Digital Games (n = 49) | Exergame (n = 49) | |
|---|---|---|
| Never | 4 | 17 |
| Less than monthly | 6 | 14 |
| Monthly | 6 | 10 |
| Weekly | 9 | 5 |
| Several times a week | 14 | 3 |
| Daily | 8 | 0 |
| Several times a day | 2 | 0 |