Evidence map›Paper›PMID 31210135›Full record

ArticleJMIR serious games2019

Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.

Nuša Farič, Eleanor Yorke, Laura Varnes, Katie Newby, Henry Ww Potts, Lee Smith, Adrian Hon, Andrew Steptoe, Abigail Fisher

Erratum issuedAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
25citing papers in PubMed, 1 pooled it
–field-weighted citation impact
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

25 citing papers in PubMed, 1 synthesis or guideline pooled it.

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  17. Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity.International journal of environmental research and public health · 2022
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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

9 authors.

Nuša FaričDepartment of Behavioural Science & Health, University College London, London, United Kingdom.ORCID 0000-0002-2826-1478
Eleanor YorkeDepartment of Behavioural Science & Health, University College London, London, United Kingdom.ORCID 0000-0001-7281-1150
Laura VarnesDepartment of Behavioural Science & Health, University College London, London, United Kingdom.ORCID 0000-0002-4269-0359
Katie NewbyFaculty Research Centre for Advances in Behavioural Science, Coventry University, Coventry, United Kingdom.ORCID 0000-0002-9348-0116
Henry Ww PottsInstitute of Health Informatics, University College London, London, United Kingdom.ORCID 0000-0002-6200-8804
Lee SmithCambridge Centre for Sport and Exercise Sciences, Anglia Ruskin University, Cambridge, United Kingdom.ORCID 0000-0002-5340-9833
Adrian HonSix to Start, London, United Kingdom.ORCID 0000-0003-1658-5069
Andrew SteptoeDepartment of Behavioural Science & Health, University College London, London, United Kingdom.ORCID 0000-0001-7808-4943
Abigail FisherDepartment of Behavioural Science & Health, University College London, London, United Kingdom.ORCID 0000-0001-9284-6780

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

adolescenceadolescentexercisehealthleisure activitiesobesitysportsvideo gamesvirtual reality

Identifiers

PMID31210135
PMCPMC6601253

What OpenQuestion holds

Textmetadata
LicenceCC BY
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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.