McMichael Lucy, Farič Nuša, Newby Katie, Potts Henry W W, Hon Adrian, Smith Lee, Steptoe Andrew, Fisher Abi
Department of Behavioural Science and Health, University College London, London, United Kingdom.
Department of Psychology and Sport Sciences, University of Hertfordshire, Hertfordshire, United Kingdom.
JMIR Serious Games. 2020 Aug 25;8(3):e14920. doi: 10.2196/14920.
Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention.
This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study.
Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis.
Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. Parents discussed an inability to relate to gaming due to "generational differences," but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose.
The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed "real-world" physical activity, they believed the key to engagement was through technology. Overall, there was the perception that harnessing gaming and sedentary screen time for a positive purpose would be strongly supported.
虚拟现实(VR)运动游戏可能是促使青少年参与体育活动的一条有前景的途径。由于父母的支持是青少年体育活动的一个持续决定因素,因此收集青少年父母对这类干预措施的看法至关重要。
作为规模更大的vEngage研究的一部分,本研究旨在就体育活动、游戏和VR对青少年(13 - 17岁)的父母进行访谈。
对18位青少年的父母进行了半结构化访谈。使用框架分析法对数据进行了综合分析。
父母们认为鼓励青少年进行体育活动很重要,特别是对心理健康而言。大多数父母觉得他们的孩子运动量不足。父母们报告说他们的青少年经常玩游戏,由于暴力内容和成瘾问题,他们对游戏大多持负面看法。父母们谈到由于“代际差异”无法理解游戏,但运动游戏是个例外,他们过去曾和孩子一起玩过(如Wii Fit)。提供了关于推广VR运动游戏干预措施的具体建议,但最终父母们强烈支持将游戏用于任何积极目的。
当前研究表明VR运动游戏干预措施具有前景,但必须以解决父母担忧的方式来构建,特别是围绕成瘾、暴力和安全问题,且无需他们积极参与。虽然父母希望他们的孩子进行“现实世界”的体育活动,但他们认为参与的关键在于技术。总体而言,人们认为将游戏和久坐屏幕时间用于积极目的会得到大力支持。