Cargando…

Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study

BACKGROUND: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention. OBJ...

Descripción completa

Detalles Bibliográficos
Autores principales: McMichael, Lucy, Farič, Nuša, Newby, Katie, Potts, Henry W W, Hon, Adrian, Smith, Lee, Steptoe, Andrew, Fisher, Abi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7479580/
https://www.ncbi.nlm.nih.gov/pubmed/32840487
http://dx.doi.org/10.2196/14920
_version_ 1783580303471673344
author McMichael, Lucy
Farič, Nuša
Newby, Katie
Potts, Henry W W
Hon, Adrian
Smith, Lee
Steptoe, Andrew
Fisher, Abi
author_facet McMichael, Lucy
Farič, Nuša
Newby, Katie
Potts, Henry W W
Hon, Adrian
Smith, Lee
Steptoe, Andrew
Fisher, Abi
author_sort McMichael, Lucy
collection PubMed
description BACKGROUND: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention. OBJECTIVE: This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study. METHODS: Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis. RESULTS: Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. Parents discussed an inability to relate to gaming due to “generational differences,” but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose. CONCLUSIONS: The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed “real-world” physical activity, they believed the key to engagement was through technology. Overall, there was the perception that harnessing gaming and sedentary screen time for a positive purpose would be strongly supported.
format Online
Article
Text
id pubmed-7479580
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-74795802020-10-02 Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study McMichael, Lucy Farič, Nuša Newby, Katie Potts, Henry W W Hon, Adrian Smith, Lee Steptoe, Andrew Fisher, Abi JMIR Serious Games Original Paper BACKGROUND: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to gather the views of parents of adolescents about this type of intervention. OBJECTIVE: This study aimed to interview parents of younger adolescents (13-17 years old) about physical activity, gaming, and VR as part of the larger vEngage study. METHODS: Semistructured interviews were conducted with 18 parents of adolescents. Data were synthesized using framework analysis. RESULTS: Parents believed that encouraging physical activity in adolescents was important, particularly for mental health. Most parents felt that their children were not active enough. Parents reported their adolescents regularly gamed, with mostly negative perceptions of gaming due to violent content and becoming addicted. Parents discussed an inability to relate to gaming due to “generational differences,” but an exception was exergaming, which they had played with their children in the past (eg, Wii Fit). Specific recommendations for promoting a VR exergaming intervention were provided, but ultimately parents strongly supported harnessing gaming for any positive purpose. CONCLUSIONS: The current study suggests promise for a VR exergaming intervention, but this must be framed in a way that addresses parental concerns, particularly around addiction, violence, and safety, without actively involving their participation. While parents would rather their children performed “real-world” physical activity, they believed the key to engagement was through technology. Overall, there was the perception that harnessing gaming and sedentary screen time for a positive purpose would be strongly supported. JMIR Publications 2020-08-25 /pmc/articles/PMC7479580/ /pubmed/32840487 http://dx.doi.org/10.2196/14920 Text en ©Lucy McMichael, Nuša Farič, Katie Newby, Henry W W Potts, Adrian Hon, Lee Smith, Andrew Steptoe, Abi Fisher. Originally published in JMIR Serious Games (http://games.jmir.org), 25.08.2020. 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 Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
McMichael, Lucy
Farič, Nuša
Newby, Katie
Potts, Henry W W
Hon, Adrian
Smith, Lee
Steptoe, Andrew
Fisher, Abi
Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title_full Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title_fullStr Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title_full_unstemmed Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title_short Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
title_sort parents of adolescents perspectives of physical activity, gaming and virtual reality: qualitative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7479580/
https://www.ncbi.nlm.nih.gov/pubmed/32840487
http://dx.doi.org/10.2196/14920
work_keys_str_mv AT mcmichaellucy parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT faricnusa parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT newbykatie parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT pottshenryww parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT honadrian parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT smithlee parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT steptoeandrew parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy
AT fisherabi parentsofadolescentsperspectivesofphysicalactivitygamingandvirtualrealityqualitativestudy