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青少年日常生活中的移动健身体验——智能生活案例中的地点、时间、对象和方式的情境设计。

Mobile Exergaming in Adolescents' Everyday Life-Contextual Design of Where, When, with Whom, and How: The SmartLife Case.

机构信息

Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.

Research Foundation Flanders, 1000 Brussels, Belgium.

出版信息

Int J Environ Res Public Health. 2018 Apr 24;15(5):835. doi: 10.3390/ijerph15050835.

Abstract

Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life.

摘要

健身游戏,特别是基于控制台的健身游戏,通常受到青少年的喜爱,并且被认为可以增加身体活动量。然而,随着时间的推移,它们的使用量会减少,而且从长期来看效果也不大。为了增加游戏时间,移动健身游戏可能会增加潜在的游戏时间,但需要具有吸引力并融入日常生活。本研究的目的是考察青少年日常生活中移动健身游戏的游戏环境,以便为游戏设计和将游戏融入日常生活提供信息。对 49 名来自佛兰德的青少年(11 至 17 岁)进行了 8 次焦点小组讨论。使用 Nvivo 11 软件(QSR International Pty Ltd.,澳大利亚维多利亚州)对焦点小组进行录音、转录和主题分析。青少年表示,休闲时间和上下学的交通时间是玩移动健身游戏的合适时间框架。户外活动应限制在青少年的个人生活环境内。除了户外场所,游戏还应适应家庭活动。活动可以从户外跑步到室内健身锻炼不等。此外,游戏的社会环境也很重要,例如,组队玩游戏或在(虚拟)集合点会面。通过智能服装进行的身体活动跟踪被认为是游戏的一个动力。通过这项研究,游戏开发者可以更好地开发将游戏融入青少年日常生活的移动健身游戏。

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