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dc.contributor.authorMcMichael, Lucy
dc.contributor.authorFarič, Nusa
dc.contributor.authorNewby, Katie
dc.contributor.authorpotts, henry
dc.contributor.authorHon, Adrian
dc.contributor.authorSmith, Lee
dc.contributor.authorSteptoe, Andrew
dc.contributor.authorFisher, Abi
dc.date.accessioned2020-10-13T00:10:23Z
dc.date.available2020-10-13T00:10:23Z
dc.date.issued2020-08-20
dc.identifier.citationMcMichael , L , Farič , N , Newby , K , potts , H , Hon , A , Smith , L , Steptoe , A & Fisher , A 2020 , ' Physical activity, gaming and virtual reality: the views of parents of adolescents ' , JMIR Serious Games , vol. 8 , no. 3 . https://doi.org/10.2196/14920
dc.identifier.issn2291-9279
dc.identifier.otherORCID: /0000-0002-9348-0116/work/82133330
dc.identifier.urihttp://hdl.handle.net/2299/23253
dc.description© 2020 The Author(s). This accepted manuscript is licensed under the Creative Commons Attribution License CC-BY 4.0 (https://www.creativecommons.org/licenses/by/4.0/).
dc.description.abstractBackground: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity (PA). Since parental support is a consistent determinant of adolescent PA, it is crucial to gather the views of parents of adolescents about this type of intervention. Objective: The aim of this study was to interview parents of younger adolescents (13-17 year old) about PA, gaming and VR as part of a larger study vEngage. Methods: Semi-structured interviews were conducted with 18 parents of adolescents. Data was synthesized using Framework Analysis. Results: Parents believed encouraging PA in adolescents was important, particularly for mental health benefits. Most parents felt that their children were not active enough. Parents reported their adolescents gamed regularly, with perceptions of gaming mostly negative due to violent content and becoming hooked or addicted to games. There was a dilemma between screen times versus fitness time not just for their adolescent children but for parents themselves. Parents discussed an inability to relate to gaming due to ‘generational differences’ but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose. Conclusions: The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that it addresses parental concerns, particularly around addiction, violence and safety, without actively involving them participating. While parents would rather their children performed ‘real world’ PA, they believed the key to engaging them was through technology. Overall, there was the perception that harnessing gaming and sedentary screen-time for a positive purpose would be strongly supported.en
dc.format.extent289434
dc.language.isoeng
dc.relation.ispartofJMIR Serious Games
dc.titlePhysical activity, gaming and virtual reality: the views of parents of adolescentsen
dc.contributor.institutionDepartment of Psychology and Sports Sciences
dc.contributor.institutionSchool of Life and Medical Sciences
dc.contributor.institutionCentre for Research in Psychology and Sport Sciences
dc.contributor.institutionDepartment of Psychology, Sport and Geography
dc.contributor.institutionBehaviour Change in Health and Business
dc.description.statusPeer reviewed
rioxxterms.versionofrecord10.2196/14920
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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