| Literature DB >> 31210135 |
Nuša Farič1, Eleanor Yorke1, Laura Varnes1, Katie Newby2, Henry Ww Potts3, Lee Smith4, Adrian Hon5, Andrew Steptoe1, Abigail Fisher1.
Abstract
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.Entities:
Keywords: adolescence; adolescent; exercise; health; leisure activities; obesity; sports; video games; virtual reality
Year: 2019 PMID: 31210135 PMCID: PMC6601253 DOI: 10.2196/11960
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Identified main themes and subthemes.
| Main theme | Subthemes |
| PAa and sedentary time | Adolescents were not aware of the PA guidelines for people of their age or of all health benefits associated with PA or consequences of not performing sufficient PA |
| General technology use | Smartphones were the technology most used by adolescents for recreation; Gaming was popular and exergames were a positive past experience, but some games were no longer played (eg, Just Dance or Pokémon Go) |
| Exergaming | Exergames were seen as a fun, motivating, and encouraging movement covertly; There was a strong appeal of exercising at home and overcoming cultural or social barriers, particularly for girls; Exergames were not seen as a replacement if already involved in sport |
| Experience of VRb | Positivity toward VR but limited experience; Whole body movement, presence, and novelty appealing in VR; Barriers with VR included bulky headsets, addiction, and price; Perceived parental concern about using VR for PA; Simple public health messages about screen time preferred |
aPA: physical activity.
bVR: virtual reality.
Desired features of virtual reality physical activity intervention.
| Features to incorporate | Quote(s) |
| Include smartphone-based elements | “An app [for a PAa intervention], because more people have a phone than virtual reality” (F, 14) |
| Use a popular accessible activity such as dancing/whole body movement | “I would probably start with just people getting into dancing, because everyone quite likes that and enjoys that” (F, 14); “Something with dancing would be fun, because obviously you have to move your whole body instead of just your arms or your legs” (F, 13) |
| Regular updates to prevent boredom | “Update it every month so there’s something new every month so it doesn’t get boring” (M, 10) |
| Break tasks to prevent addiction | “It could give you tasks on there. It could be like, ‘Go outside and find the tallest tree,’ or something. It could encourage you to go outside” (F, 13) |
| Rewards and prizes | “I would design something like... in the game, if you played the [sport] in real life you’d get a massive prize” (F, 13) |
| Competition | “Something competitive. People are really competitive in school, so something they can really get into and play as a team” (M, 15) |
| Multiplayer option | “I would probably try and get all my friends involved first, because you don’t really want to do it alone” (F, 14); “You need it to be with more people. You don’t want to be alone” (F, 13) |
| Real world elements | “I think it’s a good starting point, definitely for people who can’t go for a run or something. [...] But I would still say going outside is always better” (F, 14) |
| VRb gaming clubs or meet-ups | “There’d be a club where you bring your VR, and it would be at an affordable price, where you can bring it and do it with people” (F, 13) |
aPA: physical activity.
bVR: virtual reality.