青少年对体育活动、运动游戏和虚拟现实的认知卡塔尔世界杯8强波胆分析定性干预研究%A farizei,Nuša %A Yorke,Eleanor %A Varnes,Laura %A Newby,Katie %A Potts,Henry WW %A Smith,Lee %A Hon,Adrian %A Steptoe,Andrew %A Fisher,Abigail %+伦敦大学学院行为科学与健康系,伦敦托灵顿广场1-19号,英国,WC1E 7HB, 44 02067694466 ext 41914。nfaric@gmail.com %K运动%K肥胖%K电子游戏%K青少年%K运动%K健康%K休闲活动%K虚拟现实%D 2019 %7 17.06.2019 %9原文JMIR严肃游戏%G英语%X背景:需要新的策略来促进青少年的身体活动。vEngage研究旨在测试虚拟现实(VR)游戏干预是否可以吸引年龄较小的青少年(13至15岁)患有PA。目的:本研究旨在收集青少年对使用VR来鼓励PA的看法,并通过访谈确定他们希望在VR游戏干预中看到的关键特征。方法:参与者通过英国伦敦的2所学校招募。对青少年进行了半结构化访谈,询问他们对PA的看法,以及如何提高PA、VR技术、知识和经验,以及在VR游戏干预中期望的功能。采用框架分析法对数据进行分析。结果:共有31名年龄在13至15岁之间的参与者(58%为女性,62%为非白人)参加了本次访谈研究。绝大多数人不知道政府PA的建议,但认为他们应该更彻底地了解。 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. Conclusions: Key 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. %M 31210135 %R 10.2196/11960 %U http://games.www.mybigtv.com/2019/2/e11960/ %U https://doi.org/10.2196/11960 %U http://www.ncbi.nlm.nih.gov/pubmed/31210135
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