首页> 美国卫生研究院文献>International Journal of Environmental Research and Public Health >Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where When with Whom and How: The SmartLife Case
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Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where When with Whom and How: The SmartLife Case

机译:青少年日常生活中的移动锻炼-何时何地与谁以及如何进行上下文设计:SmartLife案例

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摘要

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.
机译:Exergames,更具体地说是基于控制台的exergames,青少年通常会喜欢它,并且已知会增加体育锻炼。然而,随着时间的流逝,它们的使用量减少了,长期来看效果不佳。为了增加游戏时间,手机游戏可能会增加潜在的游戏时间,但需要在日常生活中融入并融入其中。本研究的目的是研究青少年在日常生活中进行移动锻炼的游戏情境,以指导游戏设计以及将游戏性融入日常生活中。与49名佛兰德青少年(11至17岁)进行了八个焦点小组讨论。使用Nvivo 11软件(澳大利亚维多利亚州QSR International Pty Ltd.)通过主题分析对焦点小组进行录音,转录和分析。青少年将闲暇时间和往返学校的旅行时间作为玩手机游戏的合适时间范围。户外游戏应仅限于青少年的个人生活环境。除了室外位置,该游戏还应适用于家庭活动。活动范围可能从户外跑步到室内健身运动不等。此外,游戏的社交环境很重要,例如,在团队中比赛或在(虚拟)集合点开会。通过智能服装进行的体育活动跟踪被认为是游戏玩法的动机。通过这项研究,游戏开发人员可能会更好地开发将游戏玩法嵌入青少年日常生活的移动游戏。

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