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A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative
Nuša Farič1, Lee Smith2, Adrian Hon3
1Department of Behavioural Science and Health, University College London, London, United Kingdom.
Virtual reality (VR) exergaming shows promise for promoting physical activity in adolescents. The vEngage project developed a VR exergame intervention, incorporating user feedback and academic-industry collaboration for effective engagement.
Area of Science:
- Public Health
- Human-Computer Interaction
- Game Design
Background:
- Early adolescence is a critical period for establishing physical activity habits.
- Virtual reality (VR) exergaming presents a novel strategy for promoting adolescent physical activity.
Purpose of the Study:
- To develop a VR exergame intervention (vEngage) for adolescents.
- To describe the formative intervention development and academic-industry collaboration process.
Main Methods:
- Utilized the Medical Research Council framework for intervention development.
- Incorporated iterative feedback from an adolescent user group, surveys, interviews, and prototype testing.
- Employed inductive thematic analysis of public VR exergame reviews and user feedback from an augmented reality app.
Main Results:
- VR exergaming is appealing and acceptable to adolescents and parents.
- Identified key features for VR exergames: realistic movements, graphics, progressive difficulty, rewards, multiplayer, and real-world integration.
- Identified barriers: cost, headset discomfort, and motion sickness; developed and user-tested a prototype with positive feedback.
Conclusions:
- This is the first VR exergame for adolescent physical activity developed within a public health intervention framework.
- Formative work indicates VR exergaming is a promising avenue for health promotion.
- Highlights the success of academic-industry collaboration and user involvement in intervention design.
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