ArticleJournal of medical Internet research2021
A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.
Article in Journal of medical Internet research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.
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Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- The use of virtual reality in forensic-correctional psychiatric settings: A systematic review.Psychiatry and clinical neurosciences · 2026Pooled it
- Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies.JMIR mHealth and uHealth · 2023Pooled it
- Effects of repeated unihemispheric concurrent dual-site tDCS and virtual reality games on motor coordination of sedentary adolescent girls.Behavioral and brain functions : BBF · 2024Trial
- Virtual reality as a telerehabilitation strategy for people with autism spectrum disorder during the COVID-19 quarantine scenario: physical activity, motor performance and enjoyment.Disability and rehabilitation. Assistive technology · 2024Trial
- 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
- Evaluating the Acceptability of Using Virtual Reality to Promote Physical Activity Among Latino, Latina, and Latine Adults With Cardiometabolic Risk Factors and Obesity in Underresourced Settings: Protocol for a Qualitative Focus Group Study.JMIR research protocols · 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
- Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study.JMIR serious games · 2025Article
- The DID-guide: A guide to developing digital mental health interventions.Internet interventions · 2025Review
- Factors That Influence Young Adults' Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study.Journal of medical Internet research · 2024Article
- Virtual stressors with real impact: what virtual reality-based biobehavioral research can teach us about typical and atypical stress responsivity.Translational psychiatry · 2024Review
- Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health.Bioengineering (Basel, Switzerland) · 2024Review
- Strategies to Improve Physical Activity and Nutrition Behaviours in Children and Adolescents: A Review.Nutrients · 2023Review
- 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
- Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial.JMIR serious games · 2022Article
- Virtual Reality in Health Care: Bibliometric Analysis.JMIR serious games · 2021Article
Corrections and comments
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Authors and funding
7 authors.
Funding
Abstract
backgroundEarly 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.
objectiveThe 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.
methodsThe 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.
resultsVR 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.
conclusionsThis 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.
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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.