Chen Yanya, Guan Lina, Wu Weixin, Ye Liang, He Yan, Zheng Xiaofen, Li Sicun, Guan Bingsheng, Ming Wai-Kit
School of Nursing, Jinan University, Guangzhou, China.
Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong).
J Med Internet Res. 2024 Dec 30;26:e58422. doi: 10.2196/58422.
Obesity could compromise people's health and elevate the risk of numerous severe chronic conditions and premature mortality. Young adults are at high risk of adopting unhealthy lifestyles related to overweight and obesity, as they are at a phase marked by several significant life milestones that have been linked to weight gain. They gain weight rapidly and excess adiposity mostly accrues, compared with middle-aged and older adults when weight stabilizes or even decreases. Virtual reality exergames have the potential to increase physical activity in people's daily lives. However, the factors that influence young adults' preference for using virtual reality exergames for weight control remain unclear.
The objective of this study is to identify, characterize, and explain the factors influencing young adults' preference for weight control using virtual reality exergames.
This qualitative study used semistructured interviews. In total, 4 focus group interviews were conducted with 23 young adults aged between 18 and 25 years. The qualitative data were analyzed using the Colaizzi phenomenological methodology.
In total, 3 major factors were found to influence young adults' preference for virtual reality exergames in weight control settings: individual factors, social or environmental factors, and expectations of virtual reality exergames. Individual factors included experience with previous weight control methods, previous experience with virtual reality, psychological status, attitudes toward personal BMI, preference for exercise type, and acceptance of virtual reality exergames. Social or environmental factors included social definitions of beauty, weather or public health events, and knowledge of virtual reality provided. Expectations of virtual reality exergames included cost of the device, the fun of virtual reality exergames, supervision, modality of virtual reality exergames, feedback after exercise, convenience to use, and weight loss effect.
Young adults take various factors into account when deciding whether to use virtual reality exergames for weight control. These factors can inform the development and further refinement of devices, guides, and policies related to virtual reality exergames for controlling weight.
肥胖会损害人们的健康,增加患多种严重慢性病和过早死亡的风险。年轻人面临采用与超重和肥胖相关的不健康生活方式的高风险,因为他们正处于一个以几个与体重增加相关的重要人生里程碑为标志的阶段。与中年和老年人相比,他们体重迅速增加,且多余的脂肪大多在这个阶段积累,而中年和老年人的体重趋于稳定甚至下降。虚拟现实健身游戏有潜力增加人们日常生活中的身体活动。然而,影响年轻人使用虚拟现实健身游戏进行体重控制偏好的因素仍不明确。
本研究的目的是识别、描述和解释影响年轻人使用虚拟现实健身游戏进行体重控制偏好的因素。
本定性研究采用半结构化访谈。共对23名年龄在18至25岁之间的年轻人进行了4次焦点小组访谈。采用Colaizzi现象学方法对定性数据进行分析。
共发现3个主要因素影响年轻人在体重控制环境中对虚拟现实健身游戏的偏好:个人因素、社会或环境因素以及对虚拟现实健身游戏的期望。个人因素包括以前体重控制方法的经验、以前的虚拟现实体验、心理状态、对个人体重指数的态度、对运动类型的偏好以及对虚拟现实健身游戏的接受程度。社会或环境因素包括美的社会定义、天气或公共卫生事件以及提供的虚拟现实知识。对虚拟现实健身游戏的期望包括设备成本、虚拟现实健身游戏的趣味性、监督、虚拟现实健身游戏的模式、运动后的反馈、使用便利性以及减肥效果。
年轻人在决定是否使用虚拟现实健身游戏进行体重控制时会考虑多种因素。这些因素可为与虚拟现实健身游戏相关的设备、指南和政策的开发及进一步完善提供参考,以控制体重。