Department of Behavioural Science and Health, University College London, London, United Kingdom.
Faculty of Science and Engineering, Anglia Ruskin University, Cambridge, United Kingdom.
J Med Internet Res. 2021 Feb 4;23(2):e18161. doi: 10.2196/18161.
Early adolescence (13-17 years) is a critical developmental stage for physical activity promotion. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents in physical activity.
The vEngage project aims to develop a physical activity intervention for adolescents using VR exergaming. Here, we describe the formative intervention development work and process of academic-industry collaboration.
The formative development was guided by the Medical Research Council framework and included recruiting an adolescent user group to provide iterative feedback, a literature review, a quantitative survey of adolescents, qualitative interviews with adolescents and parents, inductive thematic analysis of public reviews of VR exergames, a quantitative survey and qualitative interviews with users of the augmented reality running app Zombies, Run!, and building and testing a prototype with our adolescent user group.
VR exergaming was appealing to adolescents and acceptable to parents. We identified behavior change techniques that users would engage with and features that should be incorporated into a VR exergame, including realistic body movements, accurate graphics, stepped levels of gameplay difficulty, new challenges, in-game rewards, multiplayer options, and the potential to link with real-world aspects such as physical activity trackers. We also identified some potential barriers to use, such as cost, perceived discomfort of VR headsets, and motion sickness concerns. A prototype game was developed and user-tested with generally positive feedback.
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.
青少年早期(13-17 岁)是促进身体活动的关键发展阶段。虚拟现实(VR)运动游戏是吸引青少年参与身体活动的一种有前途的干预策略。
vEngage 项目旨在使用 VR 运动游戏为青少年开发身体活动干预措施。在这里,我们描述了形成性干预开发工作和学术-产业合作的过程。
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、青少年和家长的定性访谈、对 VR 运动游戏的公开评论进行归纳主题分析、对增强现实跑步应用程序 Zombies, Run! 的用户进行定量调查和定性访谈,以及与我们的青少年用户群体一起构建和测试原型。
VR 运动游戏对青少年有吸引力,家长也能接受。我们确定了用户会参与的行为改变技术和应该纳入 VR 运动游戏的功能,包括逼真的身体动作、准确的图形、逐步增加的游戏难度级别、新挑战、游戏内奖励、多人游戏选项以及与身体活动追踪器等现实世界方面的潜在联系。我们还发现了一些潜在的使用障碍,例如成本、VR 头显的不适感和晕车问题。开发了一个原型游戏并进行了用户测试,得到了普遍积极的反馈。
这是首次尝试在公共卫生干预开发框架内开发旨在吸引青少年进行身体活动的 VR 运动游戏。我们的形成性工作表明,这是一个非常有前途的途径。设计过程的好处是学术和游戏设计师之间的协作平行工作以及目标人群从一开始就参与游戏(干预)设计。在干预框架内开发游戏使我们能够考虑到一些因素,例如父母的支持,这些因素对于未来的实施非常重要。这项研究还呼吁潜在的合作者在未来阶段加入这一努力,并展示了学术-产业合作如何取得成功并带来益处。