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dc.contributor.authorFarič, Nusa
dc.contributor.authorSmith, Lee
dc.contributor.authorPotts, Henry
dc.contributor.authorNewby, Katie
dc.contributor.authorSteptoe, Andrew
dc.contributor.authorFisher, Abi
dc.date.accessioned2021-02-19T16:00:18Z
dc.date.available2021-02-19T16:00:18Z
dc.date.issued2021-02-04
dc.identifier.citationFarič , N , Smith , L , Potts , H , Newby , K , Steptoe , A & Fisher , A 2021 , ' A virtual reality exergame to engage adolescents in physical activity: Mixed methods study describing the formative intervention development process ' , Journal of Medical Internet Research , vol. 23 , no. 2 , e18161 . https://doi.org/10.2196/18161
dc.identifier.issn1439-4456
dc.identifier.otherPURE: 22975740
dc.identifier.otherPURE UUID: a5ca38b3-ba63-4bdf-9435-b72eec05e4a0
dc.identifier.otherORCID: /0000-0002-9348-0116/work/89119143
dc.identifier.otherScopus: 85100482540
dc.identifier.otherPubMed: 33538697
dc.identifier.urihttp://hdl.handle.net/2299/23931
dc.description© Nuša Farič, Lee Smith, Adrian Hon, Henry W W Potts, Katie Newby, Andrew Steptoe, Abi Fisher. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 04.02.2021. 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 the Journal of Medical Internet Research, is properly cited.
dc.description.abstractBackground: Early adolescence (13-17 years) is a critical developmental stage for physical activity promotion. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents in physical activity. Objective: The vEngage project aims to develop a physical activity intervention for adolescents using VR exergaming. Here, we describe the formative intervention development work and process of academic-industry collaboration. Methods: The formative development was guided by the Medical Research Council framework and included recruiting an adolescent user group to provide iterative feedback, a literature review, a quantitative survey of adolescents, qualitative interviews with adolescents and parents, inductive thematic analysis of public reviews of VR exergames, a quantitative survey and qualitative interviews with users of the augmented reality running app Zombies, Run!, and building and testing a prototype with our adolescent user group. Results: VR exergaming was appealing to adolescents and acceptable to parents. We identified behavior change techniques that users would engage with and features that should be incorporated into a VR exergame, including realistic body movements, accurate graphics, stepped levels of gameplay difficulty, new challenges, in-game rewards, multiplayer options, and the potential to link with real-world aspects such as physical activity trackers. We also identified some potential barriers to use, such as cost, perceived discomfort of VR headsets, and motion sickness concerns. A prototype game was developed and user-tested with generally positive feedback. Conclusions: This is the first attempt to develop a VR exergame designed to engage adolescents in physical activity that has been developed within a public health intervention development framework. Our formative work suggests that this is a very promising avenue. The benefit of the design process was the collaborative parallel work between academics and game designers and the involvement of the target population in the game (intervention) design from the outset. Developing the game within an intervention framework allowed us to consider factors, such as parental support, that would be important for future implementation. This study also serves as a call to action for potential collaborators who may wish to join this endeavor for future phases and an example of how academic-industry collaboration can be successful and beneficial.en
dc.format.extent14
dc.language.isoeng
dc.relation.ispartofJournal of Medical Internet Research
dc.subjectAdolescent
dc.subjectAdult
dc.subjectExercise
dc.subjectLeisure activities
dc.subjectMobile phone
dc.subjectMotivation
dc.subjectObesity
dc.subjectSports
dc.subjectVideo games
dc.subjectVirtual reality
dc.subjectHealth Informatics
dc.titleA virtual reality exergame to engage adolescents in physical activity: Mixed methods study describing the formative intervention development processen
dc.contributor.institutionCentre for Research in Psychology and Sport Sciences
dc.contributor.institutionSchool of Life and Medical Sciences
dc.contributor.institutionDepartment of Psychology, Sport and Geography
dc.contributor.institutionBehaviour Change in Health and Business
dc.description.statusPeer reviewed
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85100482540&partnerID=8YFLogxK
rioxxterms.versionVoR
rioxxterms.versionofrecordhttps://doi.org/10.2196/18161
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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