Evidence map›Paper›PMID 29695069›Full record

ArticleInternational journal of environmental research and public health2018

Mobile Exergaming in Adolescents' Everyday Life-Contextual Design of Where, When, with Whom, and How: The SmartLife Case.

Ayla Schwarz, Ann DeSmet, Greet Cardon, Sebastien Chastin, Ruben Costa, António Grilo, Josue Ferri, Jorge Domenech, Jeroen Stragier

Open access · goldAbstract read
In one paragraph

Article in International journal of environmental research and public health, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed, 1 pooled it
3.4field-weighted citation impact, top 8% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 1 synthesis or guideline pooled it, 13 citations in OpenAlex.

  1. Pooled it
  2. Trial
  3. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 5 institutions in 4 countries.

Ayla SchwarzDepartment of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium. ayla.schwarz@ugent.be.ORCID 0000-0002-8851-7316
Ann DeSmetDepartment of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium. ann.desmet@ugent.be.ORCID 0000-0002-7473-140X
Greet CardonDepartment of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium. greet.cardon@ugent.be.ORCID 0000-0003-4983-6557
Sebastien ChastinDepartment of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium. sebastien.chastin@gcu.ac.uk.
Ruben CostaCentre of Technology and Systems, UNINOVA, 2829-516 Caparica, Portugal. rddc@uninova.pt.
António GriloFaculdade de Ciências e Tecnologia da UNL, UNIDEMI, 2829-516 Caparica, Portugal. acbg@fct.unl.pt.
Josue FerriAsociación de Investigación de la Industria Textil, AITEX, 03801 Alcoy, Spain. josue.ferri@aitex.es.ORCID 0000-0002-8084-6182
Jorge DomenechAsociación de Investigación de la Industria Textil, AITEX, 03801 Alcoy, Spain. jdomenech@aitex.es.
Jeroen StragierDepartment of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium. jeroen.stragier@ugent.be.
Ghent University · BEAsociación de Investigación de la Industria Textil · ESGlasgow Caledonian University · GBResearch Foundation - Flanders · BEUninova · PT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life.

Indexed as

Games, RecreationalHealthy LifestyleVideo GamesAdolescentAdolescent HealthBelgiumChildExerciseFemaleHumansMaleProgram DevelopmentProgram EvaluationSedentary Behavioradolescentscontextual designeveryday lifehealth interventionmobile exergame

Identifiers

PMID29695069
PMCPMC5981874
OpenAlexW2802405462

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.