Willinger Laura, Schweizer Florian, Böhm Birgit, Scheller Daniel A, Jonas Stephan, Oberhoffer-Fritz Renate, Müller Jan, Reimer Lara Marie
Preventive Pediatrics, Technical University of Munich, Munich, Germany.
School of Computation, Information and Technology, Technical University of Munich, Munich, Germany.
Digit Health. 2024 Aug 18;10:20552076241271861. doi: 10.1177/20552076241271861. eCollection 2024 Jan-Dec.
OBJECTIVE: Digital approaches have the potential to make activity promotion attractive and age-appropriate for children and adolescents. KIJANI is a mobile application aiming to increase physical activity (PA) in youth via gamification and augmented reality. This study investigates the user experience with KIJANI through a multimethod approach. APPROACHES: KIJANI is based on the concept that virtual coins can be earned through PA, for example, in the form of collected step counts. With these coins, blocks can be bought, which can be used to create virtual buildings and landscapes and integrate these into the player's real-world environment via augmented reality. To evaluate the user experience, participants played KIJANI in groups of three for 25 min. Afterwards KIJANI was evaluated qualitatively with one-on-one semi-structured interviews as well as quantitatively with standardized questionnaires. RESULTS: Overall, 22 participants (12.6 ± 1.7 years, 6 girls) were included in the study. The overall game concept and realization were well received by the target group. Study participants did have various and creative ideas for the further development of KIJANI. The majority (= 16) thought that using KIJANI would increase their PA level. User experience based on the UEQ scale was (mean ± SD): attractiveness (1.78 ± 1.82), perspicuity (2.15 ± 0.680), efficiency (0.67 ± 1.25), dependability, (1.21 ± 0.93), stimulation (1.24 ± 1.78), and novelty (1.27 ± 1.34). CONCLUSION: With these insights, a further step has been taken in the participatory development of KIJANI. Apps like KIJANI appear to be suitable for PA promotion in children and adolescents.
目的:数字方法有可能使促进儿童和青少年的身体活动变得具有吸引力且适合其年龄。KIJANI是一款移动应用程序,旨在通过游戏化和增强现实来增加青少年的身体活动(PA)。本研究通过多方法途径调查了用户对KIJANI的体验。 方法:KIJANI基于这样一个概念,即可以通过身体活动赚取虚拟硬币,例如以收集的步数的形式。用这些硬币可以购买积木,这些积木可用于创建虚拟建筑和景观,并通过增强现实将其融入玩家的现实世界环境中。为了评估用户体验,参与者以三人一组的形式玩KIJANI 25分钟。之后,通过一对一的半结构化访谈对KIJANI进行定性评估,并通过标准化问卷进行定量评估。 结果:本研究共纳入22名参与者(年龄12.6±1.7岁,6名女孩)。总体游戏概念和实现受到了目标群体的好评。研究参与者对KIJANI的进一步开发有各种富有创意的想法。大多数人(=16人)认为使用KIJANI会提高他们的身体活动水平。基于UEQ量表的用户体验为(平均值±标准差):吸引力(1.78±1.82)、清晰度(2.15±0.680)、效率(0.67±1.25)、可靠性(1.21±0.93)、刺激性(1.24±1.78)和新颖性(1.27±1.34)。 结论:有了这些见解,KIJANI的参与式开发又向前迈进了一步。像KIJANI这样的应用程序似乎适合促进儿童和青少年的身体活动。
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