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dc.contributor.authorFarič, Nusa
dc.contributor.authorYorke, Eleanor
dc.contributor.authorVarnes, laura
dc.contributor.authorNewby, Katie
dc.contributor.authorpotts, henry
dc.contributor.authorSmith, Lee
dc.contributor.authorHon, Adrian
dc.contributor.authorSteptoe, Andrew
dc.contributor.authorFisher, Abi
dc.date.accessioned2020-01-24T11:04:11Z
dc.date.available2020-01-24T11:04:11Z
dc.date.issued2019-06-17
dc.identifier.citationFarič , N , Yorke , E , Varnes , L , Newby , K , potts , H , Smith , L , Hon , A , Steptoe , A & Fisher , A 2019 , ' Younger adolescents’ perceptions of physical activity, exergaming, and virtual reality : Qualitative intervention study ' , JMIR Serious Games , vol. 7 , no. 2 , e11960 , pp. 1-9 . https://doi.org/10.2196/11960
dc.identifier.issn2291-9279
dc.identifier.otherRIS: urn:8845B2A57AF99B8AA4189039B3F9BA1F
dc.identifier.otherORCID: /0000-0002-9348-0116/work/68244704
dc.identifier.urihttp://hdl.handle.net/2299/22117
dc.description© Nuša Farič, Eleanor Yorke, Laura Varnes, Katie Newby, Henry WW Potts, Lee Smith, Adrian Hon, Andrew Steptoe, Abigail Fisher. Originally published in JMIR Serious Games (http://games.jmir.org), 17.06.2019. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
dc.description.abstractBackground: 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. 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 2 schools in London, United Kingdom. Semistructured 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 analyzed using Framework Analysis. Results: A total of 31 participants aged between 13 and 15 years (58% female, 62% from nonwhite 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 or 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 game for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multiplayer options, and 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.en
dc.format.extent9
dc.format.extent101540
dc.language.isoeng
dc.relation.ispartofJMIR Serious Games
dc.subjectvideo games
dc.subjectgaming
dc.subjectexergaming
dc.subjectvirtual reality
dc.subjectinteractive games
dc.subjectphysical activity
dc.subjectsedentary behaviour
dc.subjecthealth psychology
dc.subjectadolescents
dc.subjectbehavioral research
dc.subjectAdolescence
dc.subjectObesity
dc.subjectHealth
dc.subjectVideo games
dc.subjectExercise
dc.subjectAdolescent
dc.subjectVirtual reality
dc.subjectLeisure activities
dc.subjectSports
dc.subjectHealth Informatics
dc.titleYounger adolescents’ perceptions of physical activity, exergaming, and virtual reality : Qualitative intervention studyen
dc.contributor.institutionSchool of Life and Medical Sciences
dc.contributor.institutionDepartment of Psychology and Sports Sciences
dc.contributor.institutionCentre for Research in Psychology and Sport Sciences
dc.contributor.institutionBehaviour Change in Health and Business
dc.description.statusPeer reviewed
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85071250470&partnerID=8YFLogxK
rioxxterms.versionofrecord10.2196/11960
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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