ArticleJMIR serious games2019
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.
Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 25 papers, 1 of them a synthesis that pooled it.
What it found
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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.
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.
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Who cites it
25 citing papers in PubMed, 1 synthesis or guideline pooled it.
- A systematic review of technology-infused physical activity interventions in K-12 school settings: effectiveness, roles, and implementation strategies.The international journal of behavioral nutrition and physical activity · 2025Pooled it
- Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults.BMC sports science, medicine & rehabilitation · 2026Article
- Scoping insights into the application of virtual reality in patient care and clinical practice.Osong public health and research perspectives · 2026Article
- Strengthening social belonging through VR-Based Group dance: a controlled trial with community-dwelling older women.Frontiers in psychology · 2026Article
- Engagement in gamified virtual reality sports activities and sports participation intention among adolescents with autism spectrum disorder: the mediating roles of immersion and enjoyment.Frontiers in public health · 2026Article
- Parents' Perspectives on the Use of Virtual Reality in Pediatric Chronic Pain Management: Qualitative Study.Journal of medical Internet research · 2025Article
- Article
- Using a Human-Centered Design Process to Evaluate and Optimize User Experience of a Website (InPACT at Home) to Promote Youth Physical Activity: Case Study.JMIR human factors · 2024Article
- Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study.JMIR serious games · 2024Article
- The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.Healthcare (Basel, Switzerland) · 2024Review
- Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them.JMIR XR and spatial computing · 2024Article
- How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming.Frontiers in sports and active living · 2024Article
- Article
- Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study.Frontiers in public health · 2023Article
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Associations of connectedness and parental behaviors with adolescent physical activity and mental health during COVID-19: A mediation analysis using the 2021 adolescent behaviors and experiences survey.Preventive medicine · 2022Article
- Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity.International journal of environmental research and public health · 2022Article
- Article
- Virtual Reality in Health Care: Bibliometric Analysis.JMIR serious games · 2021Article
- A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.Journal of medical Internet research · 2021Article
Corrections and comments
- Erratum issued
Authors and funding
9 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundNovel 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.
objectiveThis 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.
methodsParticipants 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.
resultsA 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.
conclusionsKey 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.
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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.