Literature DB >> 33538697

A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.

Henry W W Potts1, Katie Newby2, Abi Fisher3, Nuša Farič3, Lee Smith4, Adrian Hon5, Andrew Steptoe3.   

Abstract

BACKGROUND: Early adolescence (13-17 years) is a critical developmental stage for physical activity promotion. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents in physical activity.
OBJECTIVE: The vEngage project aims to develop a physical activity intervention for adolescents using VR exergaming. Here, we describe the formative intervention development work and process of academic-industry collaboration.
METHODS: The formative development was guided by the Medical Research Council framework and included recruiting an adolescent user group to provide iterative feedback, a literature review, a quantitative survey of adolescents, qualitative interviews with adolescents and parents, inductive thematic analysis of public reviews of VR exergames, a quantitative survey and qualitative interviews with users of the augmented reality running app Zombies, Run!, and building and testing a prototype with our adolescent user group.
RESULTS: VR exergaming was appealing to adolescents and acceptable to parents. We identified behavior change techniques that users would engage with and features that should be incorporated into a VR exergame, including realistic body movements, accurate graphics, stepped levels of gameplay difficulty, new challenges, in-game rewards, multiplayer options, and the potential to link with real-world aspects such as physical activity trackers. We also identified some potential barriers to use, such as cost, perceived discomfort of VR headsets, and motion sickness concerns. A prototype game was developed and user-tested with generally positive feedback.
CONCLUSIONS: This is the first attempt to develop a VR exergame designed to engage adolescents in physical activity that has been developed within a public health intervention development framework. Our formative work suggests that this is a very promising avenue. The benefit of the design process was the collaborative parallel work between academics and game designers and the involvement of the target population in the game (intervention) design from the outset. Developing the game within an intervention framework allowed us to consider factors, such as parental support, that would be important for future implementation. This study also serves as a call to action for potential collaborators who may wish to join this endeavor for future phases and an example of how academic-industry collaboration can be successful and beneficial. ©Nuša Farič, Lee Smith, Adrian Hon, Henry W W Potts, Katie Newby, Andrew Steptoe, Abi Fisher. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 04.02.2021.

Entities:  

Keywords:  adolescent; adult; exercise; leisure activities; mobile phone; motivation; obesity; sports; video games; virtual reality

Year:  2021        PMID: 33538697      PMCID: PMC7892288          DOI: 10.2196/18161

Source DB:  PubMed          Journal:  J Med Internet Res        ISSN: 1438-8871            Impact factor:   5.428


  39 in total

Review 1.  Health benefits of physical activity: the evidence.

Authors:  Darren E R Warburton; Crystal Whitney Nicol; Shannon S D Bredin
Journal:  CMAJ       Date:  2006-03-14       Impact factor: 8.262

2.  A randomized controlled trial of dance exergaming for exercise training in overweight and obese adolescent girls.

Authors:  A E Staiano; A M Marker; R A Beyl; D S Hsia; P T Katzmarzyk; R L Newton
Journal:  Pediatr Obes       Date:  2016-02-26       Impact factor: 4.000

3.  The Psychological Effects of Exergames for Children and Adolescents with Obesity: A Systematic Review and Meta-Analysis.

Authors:  Alexandro Andrade; Clara Knierim Correia; Danilo Reis Coimbra
Journal:  Cyberpsychol Behav Soc Netw       Date:  2019-11

4.  Initial validation of an exercise "vital sign" in electronic medical records.

Authors:  Karen Jacqueline Coleman; Eunis Ngor; Kristi Reynolds; Virginia P Quinn; Corinna Koebnick; Deborah Rohm Young; Barbara Sternfeld; Robert E Sallis
Journal:  Med Sci Sports Exerc       Date:  2012-11       Impact factor: 5.411

Review 5.  Effectiveness of intervention on physical activity of children: systematic review and meta-analysis of controlled trials with objectively measured outcomes (EarlyBird 54).

Authors:  Brad Metcalf; William Henley; Terence Wilkin
Journal:  BMJ       Date:  2012-09-27

6.  'Physical Activity 4 Everyone' school-based intervention to prevent decline in adolescent physical activity levels: 12 month (mid-intervention) report on a cluster randomised trial.

Authors:  Rachel Sutherland; Elizabeth Campbell; David R Lubans; Philip J Morgan; Anthony D Okely; Nicole Nathan; Luke Wolfenden; Jarrod Wiese; Karen Gillham; Jenna Hollis; John Wiggers
Journal:  Br J Sports Med       Date:  2015-09-10       Impact factor: 13.800

7.  What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.

Authors:  Nuša Faric; Henry W W Potts; Adrian Hon; Lee Smith; Katie Newby; Andrew Steptoe; Abi Fisher
Journal:  J Med Internet Res       Date:  2019-09-16       Impact factor: 5.428

8.  Change in objectively measured physical activity during the transition to adolescence.

Authors:  Kirsten Corder; Stephen J Sharp; Andrew J Atkin; Simon J Griffin; Andrew P Jones; Ulf Ekelund; Esther M F van Sluijs
Journal:  Br J Sports Med       Date:  2013-11-22       Impact factor: 13.800

9.  Associations of device-measured physical activity across adolescence with metabolic traits: Prospective cohort study.

Authors:  Joshua A Bell; Mark Hamer; Rebecca C Richmond; Nicholas J Timpson; David Carslake; George Davey Smith
Journal:  PLoS Med       Date:  2018-09-11       Impact factor: 11.069

10.  Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study.

Authors:  Lucy McMichael; Nuša Farič; Katie Newby; Henry W W Potts; Adrian Hon; Lee Smith; Andrew Steptoe; Abi Fisher
Journal:  JMIR Serious Games       Date:  2020-08-25       Impact factor: 4.143

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1.  Virtual Reality in Health Care: Bibliometric Analysis.

Authors:  Christian Matthias Pawassar; Victor Tiberius
Journal:  JMIR Serious Games       Date:  2021-12-01       Impact factor: 4.143

2.  Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial.

Authors:  Chien-An Sun; Meng-Chiung Lin; Vincent S Tseng; Je-Ming Hu; Yuan-Kuei Li; Po-Jen Hsiao; Chao-Wen Chen; Hao-Yun Kao; Chia-Cheng Lee; Chung-Bao Hsieh; Chih-Hung Wang; Chi-Ming Chu; Yi-Syuan Wu; Wei-Yun Wang; Ta-Chien Chan; Yu-Lung Chiu; Hung-Che Lin; Yu-Tien Chang; Hao-Yi Wu; Tzu-Chi Liu; Yu-Cheng Chuang; Jonan Wu; Wen-Yen Chang
Journal:  JMIR Serious Games       Date:  2022-03-22       Impact factor: 3.364

  2 in total

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