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Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity
BACKGROUND: Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. OBJECTIVE: To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. METHODS: Five focus gr...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5596300/ https://www.ncbi.nlm.nih.gov/pubmed/28851676 http://dx.doi.org/10.2196/resprot.8113 |
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author | Pope, Lizzy Garnett, Bernice Dibble, Marguerite |
author_facet | Pope, Lizzy Garnett, Bernice Dibble, Marguerite |
author_sort | Pope, Lizzy |
collection | PubMed |
description | BACKGROUND: Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. OBJECTIVE: To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. METHODS: Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 “losing” artwork and game concepts into the winning ideas. RESULTS: Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). CONCLUSIONS: To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during intervention development. |
format | Online Article Text |
id | pubmed-5596300 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-55963002017-09-20 Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity Pope, Lizzy Garnett, Bernice Dibble, Marguerite JMIR Res Protoc Short Paper BACKGROUND: Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. OBJECTIVE: To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. METHODS: Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 “losing” artwork and game concepts into the winning ideas. RESULTS: Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). CONCLUSIONS: To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during intervention development. JMIR Publications 2017-08-29 /pmc/articles/PMC5596300/ /pubmed/28851676 http://dx.doi.org/10.2196/resprot.8113 Text en ©Lizzy Pope, Bernice Garnett, Marguerite Dibble. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 29.08.2017. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited. The complete bibliographic information, a link to the original publication on http://www.researchprotocols.org, as well as this copyright and license information must be included. |
spellingShingle | Short Paper Pope, Lizzy Garnett, Bernice Dibble, Marguerite Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title | Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title_full | Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title_fullStr | Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title_full_unstemmed | Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title_short | Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity |
title_sort | engaging adolescents to inform the development of a mobile gaming app to incentivize physical activity |
topic | Short Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5596300/ https://www.ncbi.nlm.nih.gov/pubmed/28851676 http://dx.doi.org/10.2196/resprot.8113 |
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