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Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may incre...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5981874/ https://www.ncbi.nlm.nih.gov/pubmed/29695069 http://dx.doi.org/10.3390/ijerph15050835 |
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author | Schwarz, Ayla DeSmet, Ann Cardon, Greet Chastin, Sebastien Costa, Ruben Grilo, António Ferri, Josue Domenech, Jorge Stragier, Jeroen |
author_facet | Schwarz, Ayla DeSmet, Ann Cardon, Greet Chastin, Sebastien Costa, Ruben Grilo, António Ferri, Josue Domenech, Jorge Stragier, Jeroen |
author_sort | Schwarz, Ayla |
collection | PubMed |
description | Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life. |
format | Online Article Text |
id | pubmed-5981874 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-59818742018-06-07 Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case Schwarz, Ayla DeSmet, Ann Cardon, Greet Chastin, Sebastien Costa, Ruben Grilo, António Ferri, Josue Domenech, Jorge Stragier, Jeroen Int J Environ Res Public Health Article Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life. MDPI 2018-04-24 2018-05 /pmc/articles/PMC5981874/ /pubmed/29695069 http://dx.doi.org/10.3390/ijerph15050835 Text en © 2018 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Schwarz, Ayla DeSmet, Ann Cardon, Greet Chastin, Sebastien Costa, Ruben Grilo, António Ferri, Josue Domenech, Jorge Stragier, Jeroen Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title | Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title_full | Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title_fullStr | Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title_full_unstemmed | Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title_short | Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case |
title_sort | mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the smartlife case |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5981874/ https://www.ncbi.nlm.nih.gov/pubmed/29695069 http://dx.doi.org/10.3390/ijerph15050835 |
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