TY - JOUR AU - farichi, nuia AU - Smith, Lee AU - Hon, Adrian AU - Potts, Henry W W AU - Newby, Katie AU - Steptoe, Andrew AU - Fisher, Abi PY - 2021 DA - 201/2/4 TI -一个虚拟现实Exergame,让青少年参与体育活动:描述形成干预发展过程的混合方法研究JO - J Med Internet Res SP - e18161 VL - 23 IS - 2kw -青少年KW -成人KW -运动KW -休闲活动KW -肥胖KW -运动KW -视频游戏KW -手机KW -虚拟现实KW -动机AB -背景:青少年早期(13-17岁)是身体活动促进的关键发展阶段。虚拟现实(VR)锻炼游戏是一种很有前途的青少年体育活动干预策略。目的:vEngage项目旨在开发一种使用VR锻炼游戏的青少年身体活动干预。在这里,我们描述了产学研合作的形成性干预发展工作和过程。方法:形成性发展以医学研究委员会框架为指导,包括招募青少年用户群体提供迭代反馈、文献综述、青少年定量调查、青少年和家长定性访谈、对VR锻炼游戏公众评论的归纳主题分析、对增强现实跑步应用僵尸,快跑!,并与我们的青少年用户群体建立和测试一个原型。结果:VR锻炼游戏对青少年有一定的吸引力,家长也能接受。我们确定了用户会参与的行为改变技术,以及应该整合到VR exergame中的功能,包括真实的身体动作、精确的图像、分级的游戏难度、新挑战、游戏内奖励、多人游戏选项,以及与现实世界的联系,如身体活动追踪器。我们还发现了一些潜在的使用障碍,如成本、VR头显的不适感和晕车问题。我们开发了一款原型游戏,并进行了用户测试,获得了普遍的积极反馈。 Conclusions: This 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. SN - 1438-8871 UR - //www.mybigtv.com/2021/2/e18161/ UR - https://doi.org/10.2196/18161 UR - http://www.ncbi.nlm.nih.gov/pubmed/33538697 DO - 10.2196/18161 ID - info:doi/10.2196/18161 ER -
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