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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.issued2020-08-25
dc.identifier.citationMcMichael , L , Farič , N , Newby , K , potts , H , Hon , A , Smith , L , Steptoe , A & Fisher , A 2020 , ' Parents of adolescents perspectives of physical activity, gaming and virtual reality : Qualitative study ' , JMIR Serious Games , vol. 8 , no. 3 , e14920 . 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 is an open access article distributed under the terms of the Creative Commons Attribution License (CC BY), https://creativecommons.org/licenses/by/4.0/
dc.description.abstractBackground: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention. Objective: This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study. Methods: Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis. Results: Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. 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 addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed “real-world” physical activity, they believed the key to engagement 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.subjectAdolescence
dc.subjectAdolescent
dc.subjectExercise
dc.subjectHealth
dc.subjectLeisure activities
dc.subjectObesity
dc.subjectSports
dc.subjectVideo games
dc.subjectVirtual reality
dc.subjectPsychiatry and Mental health
dc.subjectRehabilitation
dc.subjectPhysical Therapy, Sports Therapy and Rehabilitation
dc.subjectBiomedical Engineering
dc.subjectComputer Science Applications
dc.titleParents of adolescents perspectives of physical activity, gaming and virtual reality : Qualitative studyen
dc.contributor.institutionSchool of Life and Medical Sciences
dc.contributor.institutionCentre for Research in Psychology and Sports
dc.contributor.institutionDepartment of Psychology, Sport and Geography
dc.contributor.institutionPublic Health and Applied Behaviour Change Laboratory
dc.description.statusPeer reviewed
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85097507699&partnerID=8YFLogxK
rioxxterms.versionofrecord10.2196/14920
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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