Younger adolescents’ perceptions and attitudes about physical activity, exergaming and virtual reality: a qualitative intervention development study

Nusa Farič, Eleanor Yorke, laura Varnes, Katie Newby, henry potts, Lee Smith, Adrian Hon, Andrew Steptoe, Abi Fisher

Research output: Contribution to journalArticle

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.
LanguageEnglish
Pages(In-press)
JournalJMIR Serious Games
Volume(In-press)
Publication statusAccepted/In press - 17 Feb 2019

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Exercise
Interviews
Reward
Technology
Costs and Cost Analysis
Health

Keywords

  • video games
  • gaming
  • exergaming
  • virtual reality
  • interactive games
  • physical activity
  • sedentary behaviour
  • health psychology
  • adolescents
  • behavioral research

Cite this

Farič, N., Yorke, E., Varnes, L., Newby, K., potts, H., Smith, L., ... Fisher, A. (Accepted/In press). Younger adolescents’ perceptions and attitudes about physical activity, exergaming and virtual reality: a qualitative intervention development study. JMIR Serious Games, (In-press), (In-press).

Younger adolescents’ perceptions and attitudes about physical activity, exergaming and virtual reality: a qualitative intervention development study. / Farič, Nusa; Yorke, Eleanor ; Varnes, laura ; Newby, Katie; potts, henry; Smith, Lee; Hon, Adrian ; Steptoe, Andrew; Fisher, Abi.

In: JMIR Serious Games, Vol. (In-press), 17.02.2019, p. (In-press).

Research output: Contribution to journalArticle

Farič, N, Yorke, E, Varnes, L, Newby, K, potts, H, Smith, L, Hon, A, Steptoe, A & Fisher, A 2019, 'Younger adolescents’ perceptions and attitudes about physical activity, exergaming and virtual reality: a qualitative intervention development study', JMIR Serious Games, vol. (In-press), pp. (In-press).
Farič, Nusa ; Yorke, Eleanor ; Varnes, laura ; Newby, Katie ; potts, henry ; Smith, Lee ; Hon, Adrian ; Steptoe, Andrew ; Fisher, Abi. / Younger adolescents’ perceptions and attitudes about physical activity, exergaming and virtual reality: a qualitative intervention development study. In: JMIR Serious Games. 2019 ; Vol. (In-press). pp. (In-press).
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AU - Newby, Katie

AU - potts, henry

AU - Smith, Lee

AU - Hon, Adrian

AU - Steptoe, Andrew

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N2 - 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.

AB - 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.

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