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一项针对身体活动不足的非裔美国成年人开展的焦点小组研究,该研究围绕通过技术提供的基于团队的游戏化方式来促进身体活动。

A focus group study among insufficiently physically active African American adults regarding technology-delivered team-based gamification for physical activity promotion.

作者信息

Monroe Courtney M, Zosel Kristen, Stansbury Melissa, Younginer Nicholas, Davis Rachel E, Dutton Gareth, Newton Robert L, Cai Bo, West Delia Smith

机构信息

Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

Department of Exercise Science, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA.

出版信息

Mhealth. 2024 Jan 8;10:3. doi: 10.21037/mhealth-23-44. eCollection 2024.

Abstract

BACKGROUND

Gamification represents a promising approach for facilitating positive social interactions among groups of individuals and is increasingly being leveraged in physical activity (PA) interventions to promote enhanced intervention engagement and PA outcomes. Although African American (AA) adults experience disparities associated with health conditions that can be ameliorated with increased PA, little is known about how best to culturally target PA gamification strategies for this population. The purpose of this study was to gather perspectives from AA adults residing in the Southeast United States and subsequently identify themes to help inform the cultural adaptation of an existing electronic and mobile health (e/mHealth) gamification- and theory-based PA intervention for teams of insufficiently active AA adults.

METHODS

An AA moderator facilitated six online focus groups among AA adults (n=42; 93% female; 45.09±9.77 years; 34.40±57.38 minutes/week of reported moderate-intensity equivalent PA), using a semi-structured focus group guide. Drawing from a content analysis approach, transcripts were coded and salient themes were identified.

RESULTS

The focus groups revealed the following seven themes: (I) motivation (team-based gamification motivating); (II) accountability (team-based gamification promotes accountability); (III) competition (competitive elements attractive); (IV) weekly challenges (prefer to choose weekly PA challenges); (V) leaderboard feedback (preference for viewing steps and active minutes via a leaderboard); (VI) cultural relevancy (prefer elements reflective of their race and culture that promote team unity); (VII) teammate characteristics (mixed preferences regarding ideal sociodemographic characteristics and starting PA level of teammates).

CONCLUSIONS

Integrating team-based gamification in an e/mHealth-based PA intervention may be acceptable among AA adults. The identification of specific design preferences and perceptions of the value of the social environment points to the need to consider surface-level and deep structure cultural targeting when developing and further exploring best practices regarding gamified PA interventions for insufficiently active AAs.

摘要

背景

游戏化是促进个体群体间积极社交互动的一种有前景的方法,并且越来越多地被用于体育活动(PA)干预中,以促进更高的干预参与度和PA效果。尽管非裔美国(AA)成年人面临与健康状况相关的差异,而增加体育活动可以改善这些差异,但对于如何针对该人群在文化上优化PA游戏化策略,人们知之甚少。本研究的目的是收集居住在美国东南部的AA成年人的观点,并随后确定主题,以帮助为现有的基于电子和移动健康(e/mHealth)游戏化及理论的PA干预措施进行文化适应,该干预措施针对体育活动不足的AA成年人团队。

方法

一位AA主持人使用半结构化焦点小组指南,在AA成年人中组织了六个在线焦点小组(n = 42;93%为女性;45.09±9.77岁;报告的中等强度等效PA为每周34.40±57.38分钟)。采用内容分析方法,对转录本进行编码并确定突出主题。

结果

焦点小组揭示了以下七个主题:(I)动机(基于团队的游戏化具有激励作用);(II)责任感(基于团队的游戏化促进责任感);(III)竞争(竞争元素具有吸引力);(IV)每周挑战(更喜欢选择每周的PA挑战);(V)排行榜反馈(更喜欢通过排行榜查看步数和活跃分钟数);(VI)文化相关性(更喜欢反映其种族和文化且能促进团队团结的元素);(VII)队友特征(对队友的理想社会人口统计学特征和起始PA水平有不同偏好)。

结论

在基于e/mHealth的PA干预中整合基于团队的游戏化,在AA成年人中可能是可以接受的。确定特定的设计偏好和对社会环境价值的认知表明,在为体育活动不足的AA人群开发和进一步探索游戏化PA干预的最佳实践时,需要考虑表面层次和深层结构的文化针对性。

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