Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Study

Faric, Nusa and Yorke, Elanor and Varnes, Laura and Newby, Katie and Potts, Henry W. W. and Smith, Lee and Hon, Adrian and Steptoe, Andrew and Fisher, Abigail (2019) Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Study. JMIR Serious Games, 7 (2). e11960. ISSN 2291-9279

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Official URL: https://games.jmir.org/2019/2/e11960/

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 (13-15 year old) with physical activity. Objective: This study aimed to gather adolescents’ views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews. Methods: Participants were recruited through two schools in London, UK. Semi-structured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analysed using Framework Analysis. Results: 31 13-15 year olds (58% female, 62% from non-white ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations, but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges and a social/multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls. Conclusions: Key elements that should be incorporated into a VR for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multi-player options, real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised.

Item Type: Journal Article
Keywords: video games, adolescents, physical activity
Faculty: Faculty of Science & Technology
Depositing User: Lee Smith
Date Deposited: 21 Feb 2019 09:34
Last Modified: 01 Jul 2019 16:14
URI: http://arro.anglia.ac.uk/id/eprint/704123

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