Evidence map›Paper›PMID 33538697›Full record

ArticleJournal of medical Internet research2021

A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.

Nuša Farič, Lee Smith, Adrian Hon, Henry W W Potts, Katie Newby, Andrew Steptoe, Abi Fisher

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 2 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

17 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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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

7 authors.

Nuša FaričDepartment of Behavioural Science and Health, University College London, London, United Kingdom.ORCID 0000-0002-2826-1478
Lee SmithFaculty of Science and Engineering, Anglia Ruskin University, Cambridge, United Kingdom.ORCID 0000-0002-5340-9833
Adrian HonSix to Start, London, United Kingdom.ORCID 0000-0003-1658-5069
Henry W W Potts *Institute of Health Informatics, University College London, London, United Kingdom.ORCID 0000-0002-6200-8804
Katie Newby *Department of Psychology and Sports Science, University of Hertfordshire, Hatfield, United Kingdom.ORCID 0000-0002-9348-0116
Andrew SteptoeDepartment of Behavioural Science and Health, University College London, London, United Kingdom.ORCID 0000-0001-7808-4943
Abi Fisher *Department of Behavioural Science and Health, University College London, London, United Kingdom.ORCID 0000-0001-9284-6780

Funding

Medical Research Council MR/R015430/1
6 · The paper itself

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.

Indexed as

Virtual RealityAdolescentExerciseFemaleHumansMaleSurveys and QuestionnairesVideo Gamesadolescentadultexerciseleisure activitiesmobile phonemotivationobesitysportsvideo gamesvirtual reality

Identifiers

PMID33538697
PMCPMC7892288

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.