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Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention

机译:与能够实现技术的群体宽的身体活动干预的动机和障碍

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Previous physical activity interventions have failed to create population change and an alternative approach is needed to support a World Health Organization target of a 15% reduction in global levels of inactivity by 2030. There is growing evidence that gamification-based interventions can reach substantial portions of the community. However, to date, these studies have been predominantly quantitative and as such there is a paucity of research in the area on motivations and barriers to engagement with these programs. Four focus groups conducted with N = 26 players who participated in a gamification-based intervention ‘Beat the Street’ revealed several varied motives to engagement, including collective reward; social influence; game reinvention; exploration; accessibility and awareness. However, several barriers specific to the Beat the Street intervention and outdoor gamification interventions more generally were also identified. This study provides novel insight into the motives which engage individuals into physical activity interventions and the design principles which need to be considered when implementing interventions of this nature.
机译:以前的身体活动干预措施未能创造人口变更,需要一种替代方法来支持2030年全球不活动水平减少15%的世界卫生组织目标。日益增长的证据表明基于群体的干预措施可以达到大量的部分社区。然而,迄今为止,这些研究主要是定量的,因此在与这些计划的动机和障碍领域的地区存在缺乏研究。与N = 26名参与基于赌博的干预的球员进行的四个焦点小组展示了几种不同的动机,包括集体奖励;社会影响力;游戏重塑;勘探;可访问性和意识。然而,还识别了几种特异性地对街道干预和户外游戏干预的障碍。本研究提供了对将个人陷入身体活动干预的动机的新颖洞察力以及在实施本质的干预时需要考虑的设计原则。

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