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Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

机译:吸引青少年来告知开发移动游戏应用程序以激励体育锻炼

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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.
机译:背景技术让青少年参与旨在增加身体活动的手机游戏的开发可能会增加相关性和采用率。目的共享用于创建游戏应用程序的开发过程,该程序旨在激励高中学生的体育锻炼。方法与高中生(N = 50)进行五个焦点小组的比赛,以了解游戏行为。来自焦点小组的一部分学生选择完成基于Web的调查(N = 10)。根据学生的输入,对游戏美术作品和概念设计的四个不同版本进行了先导测试(N = 35),并且小组共识的建立决定了游戏的发展方向。这4种游戏版本在美术风格和游戏概念上有所不同,有些需要竞争与合作,或者更多是基于个人而不是团队。建立团队共识意味着所有艺术品和游戏概念选项都显示在教室的前面。然后,学生可以通过在自己最喜欢的前1或2个艺术品和概念选项上贴上贴纸,为自己的艺术品和概念选择投票。投票全部通过后,调查人员与学生讨论了投票结果,并集思广益,将3种“失落”艺术品和游戏概念的流行方面纳入了获胜创意。结果对焦点小组的成绩单进行了共同主题分析。在投票时会统计艺术品和游戏概念投票数据,以便与学生实时共享。焦点小组和调查结果揭示了成功的游戏应用程序的重要主题:(1)竞争,(2)平衡的游戏内奖励,(3)辅助功能和(4)美学特征。共识投票表明,协作竞争性内容设计(35/66,53%)和好玩的艺术(27/71,38%)的流行。结论为了确保基于游戏的体育锻炼干预措施的显着性和有效性,需要在设计和实施中包括青年。此外,在干预发展过程中需要考虑高中生的独特偏好和社会结构。

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