• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

相似文献

1
Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study.青少年父母对体育活动、游戏和虚拟现实的看法:定性研究
JMIR Serious Games. 2020 Aug 25;8(3):e14920. doi: 10.2196/14920.
2
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.青少年对体育活动、运动游戏和虚拟现实的认知:定性干预发展研究
JMIR Serious Games. 2019 Jun 17;7(2):e11960. doi: 10.2196/11960.
3
A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.虚拟现实健身游戏吸引青少年参与体育活动:描述形成性干预开发过程的混合方法研究。
J Med Internet Res. 2021 Feb 4;23(2):e18161. doi: 10.2196/18161.
4
Assessing virtual reality acceptance in long-term care facilities: a quantitative study with older adults.评估长期护理机构中的虚拟现实接受度:一项针对老年人的定量研究。
Disabil Rehabil Assist Technol. 2024 Oct;19(7):2602-2614. doi: 10.1080/17483107.2023.2295946. Epub 2023 Dec 26.
5
Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.探讨在儿科重症监护病房中使用头戴式显示器和自适应软件通过虚拟现实游戏对青少年进行早期活动的可行性:病例报告
JMIR Rehabil Assist Technol. 2021 May 27;8(2):e28210. doi: 10.2196/28210.
6
What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.虚拟现实运动游戏玩家的需求:基于网络评论的主题分析
J Med Internet Res. 2019 Sep 16;21(9):e13833. doi: 10.2196/13833.
7
Choice of Leisure Activities by Adolescents and Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality Program.患有网络游戏障碍的青少年和成年人的休闲活动选择:虚拟现实项目的开发与可行性研究
JMIR Serious Games. 2020 Dec 11;8(4):e18473. doi: 10.2196/18473.
8
Stroke survivor and caregiver experiences of virtual reality gaming to promote social participation: A qualitative study.虚拟现实游戏促进中风幸存者和照顾者社会参与的体验:一项定性研究。
PLoS One. 2024 Dec 18;19(12):e0315826. doi: 10.1371/journal.pone.0315826. eCollection 2024.
9
Active gaming in Dutch adolescents: a descriptive study.荷兰青少年的积极游戏:一项描述性研究。
Int J Behav Nutr Phys Act. 2012 Oct 2;9:118. doi: 10.1186/1479-5868-9-118.
10
Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study.通过基于团体的虚拟现实游戏改善身体残疾青少年的社会隔离和孤独感:可行性前后对照试验研究
JMIR Form Res. 2023 Dec 6;7:e47630. doi: 10.2196/47630.

引用本文的文献

1
Using a Human-Centered Design Process to Evaluate and Optimize User Experience of a Website (InPACT at Home) to Promote Youth Physical Activity: Case Study.运用以人为中心的设计流程评估和优化网站(InPACT@Home)的用户体验,以促进青少年身体活动:案例研究。
JMIR Hum Factors. 2024 Jul 15;11:e52496. doi: 10.2196/52496.
2
From "online brains" to "online lives": understanding the individualized impacts of Internet use across psychological, cognitive and social dimensions.从“网络大脑”到“网络生活”:理解互联网使用在心理、认知和社会维度上的个体化影响。
World Psychiatry. 2024 Jun;23(2):176-190. doi: 10.1002/wps.21188.
3
Indian fathers are involved in nurturing healthy behaviours in adolescents: A qualitative inquiry.印度父亲在培养青少年健康行为方面发挥着作用:一项定性研究。
BMC Public Health. 2024 Jan 4;24(1):88. doi: 10.1186/s12889-024-17634-7.
4
Children's Physiological and Perceptual Responses to Sports Exergames When Played in Different Positions.儿童在不同姿势下玩运动类电子游戏时的生理和感知反应。
Children (Basel). 2023 Aug 31;10(9):1489. doi: 10.3390/children10091489.
5
Parents' Perceptions of Children's and Adolescents' Use of Electronic Devices to Promote Physical Activity: Systematic Review of Qualitative Evidence.家长对儿童和青少年使用电子设备促进身体活动的看法:定性证据的系统评价。
JMIR Mhealth Uhealth. 2023 Jul 20;11:e44753. doi: 10.2196/44753.
6
Effects of Virtual Reality-Based Distraction of Pain, Fear, and Anxiety During Needle-Related Procedures in Children and Adolescents.基于虚拟现实的分心对儿童和青少年与针头相关操作期间疼痛、恐惧和焦虑的影响。
Front Psychol. 2022 Apr 19;13:842847. doi: 10.3389/fpsyg.2022.842847. eCollection 2022.
7
Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity.基于扩展现实(XR)的青少年肥胖治疗干预措施的开发。
Int J Environ Res Public Health. 2022 Apr 2;19(7):4264. doi: 10.3390/ijerph19074264.
8
Virtual Reality in Health Care: Bibliometric Analysis.医疗保健中的虚拟现实:文献计量分析
JMIR Serious Games. 2021 Dec 1;9(4):e32721. doi: 10.2196/32721.
9
A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process.虚拟现实健身游戏吸引青少年参与体育活动:描述形成性干预开发过程的混合方法研究。
J Med Internet Res. 2021 Feb 4;23(2):e18161. doi: 10.2196/18161.

本文引用的文献

1
Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1·6 million participants.全球青少年身体活动不足趋势:298 项基于人群调查的汇总分析,涉及 160 万参与者。
Lancet Child Adolesc Health. 2020 Jan;4(1):23-35. doi: 10.1016/S2352-4642(19)30323-2. Epub 2019 Nov 21.
2
Tracking of Physical Activity and Sedentary Behavior From Adolescence to Young Adulthood: A Systematic Literature Review.从青少年到青年期的身体活动和久坐行为追踪:系统文献综述。
J Adolesc Health. 2019 Oct;65(4):446-454. doi: 10.1016/j.jadohealth.2019.03.013. Epub 2019 Jun 24.
3
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.青少年对体育活动、运动游戏和虚拟现实的认知:定性干预发展研究
JMIR Serious Games. 2019 Jun 17;7(2):e11960. doi: 10.2196/11960.
4
How Can Physical Activity Be Promoted Among Children and Adolescents? A Systematic Review of Reviews Across Settings.如何在儿童和青少年中促进体育活动?对不同环境下综述的系统评价
Front Public Health. 2019 Mar 19;7:55. doi: 10.3389/fpubh.2019.00055. eCollection 2019.
5
Are school-based physical activity interventions effective and equitable? A meta-analysis of cluster randomized controlled trials with accelerometer-assessed activity.基于学校的身体活动干预措施是否有效且公平?使用加速度计评估活动的整群随机对照试验的荟萃分析。
Obes Rev. 2019 Jun;20(6):859-870. doi: 10.1111/obr.12823. Epub 2019 Jan 9.
6
Associations of device-measured physical activity across adolescence with metabolic traits: Prospective cohort study.青少年时期设备测量的身体活动与代谢特征的关联:前瞻性队列研究。
PLoS Med. 2018 Sep 11;15(9):e1002649. doi: 10.1371/journal.pmed.1002649. eCollection 2018 Sep.
7
The age of adolescence.青春期。
Lancet Child Adolesc Health. 2018 Mar;2(3):223-228. doi: 10.1016/S2352-4642(18)30022-1. Epub 2018 Jan 30.
8
A Systematic Review of Digital Interventions for Improving the Diet and Physical Activity Behaviors of Adolescents.系统评价数字化干预措施对改善青少年饮食和身体活动行为的影响。
J Adolesc Health. 2017 Dec;61(6):669-677. doi: 10.1016/j.jadohealth.2017.05.024. Epub 2017 Aug 16.
9
Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes.虚拟现实健身车游戏对大学生生理和心理结果的急性影响。
Cyberpsychol Behav Soc Netw. 2017 Jul;20(7):453-457. doi: 10.1089/cyber.2017.0042.
10
Pokémon Go: A game changer for the physical inactivity crisis?《精灵宝可梦 GO》:能改变身体活动不足危机的游戏吗?
Prev Med. 2017 Aug;101:235-237. doi: 10.1016/j.ypmed.2016.11.012. Epub 2016 Nov 14.

青少年父母对体育活动、游戏和虚拟现实的看法:定性研究

Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study.

作者信息

McMichael Lucy, Farič Nuša, Newby Katie, Potts Henry W W, Hon Adrian, Smith Lee, Steptoe Andrew, Fisher Abi

机构信息

Department of Behavioural Science and Health, University College London, London, United Kingdom.

Department of Psychology and Sport Sciences, University of Hertfordshire, Hertfordshire, United Kingdom.

出版信息

JMIR Serious Games. 2020 Aug 25;8(3):e14920. doi: 10.2196/14920.

DOI:10.2196/14920
PMID:32840487
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7479580/
Abstract

BACKGROUND

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.

OBJECTIVE

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.

METHODS

Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis.

RESULTS

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.

CONCLUSIONS

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.

摘要

背景

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。

目的

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。

方法

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。

结果

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。

结论

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。