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Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland

OBJECTIVE: To explore the temporal changes of adolescents’ views and experiences of participating in a gamified intervention to encourage physical activity behaviour and associated processes of behaviour change. DESIGN: A qualitative longitudinal design was adopted whereby focus groups were conducte...

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Autores principales: Corepal, Rekesh, Best, Paul, O’Neill, Roisin, Tully, Mark A, Edwards, Mark, Jago, Russell, Miller, Sarah J, Kee, Frank, Hunter, Ruth F
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BMJ Publishing Group 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5914771/
https://www.ncbi.nlm.nih.gov/pubmed/29678971
http://dx.doi.org/10.1136/bmjopen-2017-019663
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author Corepal, Rekesh
Best, Paul
O’Neill, Roisin
Tully, Mark A
Edwards, Mark
Jago, Russell
Miller, Sarah J
Kee, Frank
Hunter, Ruth F
author_facet Corepal, Rekesh
Best, Paul
O’Neill, Roisin
Tully, Mark A
Edwards, Mark
Jago, Russell
Miller, Sarah J
Kee, Frank
Hunter, Ruth F
author_sort Corepal, Rekesh
collection PubMed
description OBJECTIVE: To explore the temporal changes of adolescents’ views and experiences of participating in a gamified intervention to encourage physical activity behaviour and associated processes of behaviour change. DESIGN: A qualitative longitudinal design was adopted whereby focus groups were conducted with the same participants in each intervention school (n=3) at four time-points (baseline, end of each of two intervention phases and 1-year follow-up). The framework method was used to thematically analyse the data. SETTING: Secondary schools (n=3), Belfast (Northern Ireland). PARTICIPANTS: A subsample (n=19 at four time-points) of individuals aged 12–14 years who participated in the StepSmart Challenge, a gamified intervention involving a pedometer competition and material rewards to encourage physical activity behaviour change. RESULTS: Three core themes were identified: (1) competition; (2) incentives and (3) influence of friends. Participants indicated that a pedometer competition may help initiate physical activity but suggested that there were a number of barriers such as participants finding it ‘boring’, and feeling as though they had a remote chance of ‘winning’. ‘Incentives’ were viewed favourably, although there were participants who found not winning a prize ‘annoying’. Friends were a motivator to be more physically active, particularly for girls who felt encouraged to walk more when with a friend. CONCLUSIONS: The intervention in general and specific gamified elements were generally viewed positively and deemed acceptable. Results suggest that gamification may have an important role to play in encouraging adolescents to engage in physical activity and in creating interventions that are fun and enjoyable. The longitudinal approach added additional depth to the analysis as themes were refined and tested with participants over time. The findings also suggest that gamified Behaviour Change Techniques align well with core concepts of Self-determination Theory and that various game elements may require tailoring for specific populations, for example, different genders. TRIAL REGISTRATION NUMBER: NCT02455986; Pre-results.
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spelling pubmed-59147712018-04-27 Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland Corepal, Rekesh Best, Paul O’Neill, Roisin Tully, Mark A Edwards, Mark Jago, Russell Miller, Sarah J Kee, Frank Hunter, Ruth F BMJ Open Qualitative Research OBJECTIVE: To explore the temporal changes of adolescents’ views and experiences of participating in a gamified intervention to encourage physical activity behaviour and associated processes of behaviour change. DESIGN: A qualitative longitudinal design was adopted whereby focus groups were conducted with the same participants in each intervention school (n=3) at four time-points (baseline, end of each of two intervention phases and 1-year follow-up). The framework method was used to thematically analyse the data. SETTING: Secondary schools (n=3), Belfast (Northern Ireland). PARTICIPANTS: A subsample (n=19 at four time-points) of individuals aged 12–14 years who participated in the StepSmart Challenge, a gamified intervention involving a pedometer competition and material rewards to encourage physical activity behaviour change. RESULTS: Three core themes were identified: (1) competition; (2) incentives and (3) influence of friends. Participants indicated that a pedometer competition may help initiate physical activity but suggested that there were a number of barriers such as participants finding it ‘boring’, and feeling as though they had a remote chance of ‘winning’. ‘Incentives’ were viewed favourably, although there were participants who found not winning a prize ‘annoying’. Friends were a motivator to be more physically active, particularly for girls who felt encouraged to walk more when with a friend. CONCLUSIONS: The intervention in general and specific gamified elements were generally viewed positively and deemed acceptable. Results suggest that gamification may have an important role to play in encouraging adolescents to engage in physical activity and in creating interventions that are fun and enjoyable. The longitudinal approach added additional depth to the analysis as themes were refined and tested with participants over time. The findings also suggest that gamified Behaviour Change Techniques align well with core concepts of Self-determination Theory and that various game elements may require tailoring for specific populations, for example, different genders. TRIAL REGISTRATION NUMBER: NCT02455986; Pre-results. BMJ Publishing Group 2018-04-20 /pmc/articles/PMC5914771/ /pubmed/29678971 http://dx.doi.org/10.1136/bmjopen-2017-019663 Text en © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted. This is an Open Access article distributed in accordance with the terms of the Creative Commons Attribution (CC BY 4.0) license, which permits others to distribute, remix, adapt and build upon this work, for commercial use, provided the original work is properly cited. See: http://creativecommons.org/licenses/by/4.0/
spellingShingle Qualitative Research
Corepal, Rekesh
Best, Paul
O’Neill, Roisin
Tully, Mark A
Edwards, Mark
Jago, Russell
Miller, Sarah J
Kee, Frank
Hunter, Ruth F
Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title_full Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title_fullStr Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title_full_unstemmed Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title_short Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland
title_sort exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in northern ireland
topic Qualitative Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5914771/
https://www.ncbi.nlm.nih.gov/pubmed/29678971
http://dx.doi.org/10.1136/bmjopen-2017-019663
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