developing entertaining and physical activity promoting health videogame with pre-adolescents

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DEVELOPING ENTERTAINING AND PHYSICAL ACTIVITY PROMOTING HEALTH GAME WITH PRE-ADOLESCENTS

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Page 1: Developing entertaining and physical activity promoting health videogame with pre-adolescents

DEVELOPING ENTERTAINING AND PHYSICAL ACTIVITY PROMOTING

HEALTH GAME WITH PRE-ADOLESCENTS

Page 2: Developing entertaining and physical activity promoting health videogame with pre-adolescents

 BACKGROUND

• Physical activity has beneficial effects on child’s health, wellbeing and development. However, physical inactivity increases during adolescence and has turned into one of the most significant public health problem globally

Age-appropriate and innovative interventions are needed

• Videogames reach children’s attraction and attention• According to the previous research entertainment in the game 

facilitates engagement and promotes behavior change• When planning game interventions for health promotion purposes, 

participatory research is essential part of the development and design of the games

Strong et al 2005, Baranowski et al 2008, Janssen & LeBlanc 2010, WHO 2010, Thompson et al 2012, Baranowski et al 2013, OECD 2013, Parisod et al 2014

Page 3: Developing entertaining and physical activity promoting health videogame with pre-adolescents

The aim of this qualitative study was to describe pre-adolescents’ perceptions on the elements of entertaining and physical activity promoting health videogame 

Page 4: Developing entertaining and physical activity promoting health videogame with pre-adolescents

METHODSSampling

• Purposive sampling • Participants: 10–13 year old pre-adolescents• Sample size: n= 35 (girls n=18, boys n=17)• Heterogeneous sample with regard 

of age, gameplay and physical activity in order to reach diversity of perceptionson the explored phenomenon

0

87

33 3

7

4

0

3

6

9

10 11 12 13

Num

ber o

f par

ticip

ants

Age

Age distribution (n=35)

Girls

Boys

29,4

17,6

11,8 11,8

29,4

6,3

31,3

6,3

12,5

6,3

37,5

0

5

10

15

20

25

30

35

40

1 2 3 4 5 6 7

Proc

ent %

Days/week

Gameplay

Girls

Boys

5,6

16,7 16,722,2

38,9

6,7 6,7 6,7 6,7 6,7

66,7

0

10

20

30

40

50

60

70

80

1 2 3 4 5 6 7

Proc

ent %

Days/week

Moderate to vigorous physical activity ≥1 h

Girls

Boys

Page 5: Developing entertaining and physical activity promoting health videogame with pre-adolescents

METHODSData collection

• 6 Focus groups were conducted Groups were distributed according to the age (± 1 year in between) and gender  Focus group sessions were held during school day within the schools One researcher was present and the sessions lasted around 30-45 minutes 

• Concept maps Children were asked to write and draw things that they thought or preferred to 

be included in the game that promotes physical activity  Worked also as an ice-breaker

• Interviews During the interviews, children were asked questions about gameplay, physical 

activity and elements of the game that promotes physical activity  Interviews were recorded

Page 6: Developing entertaining and physical activity promoting health videogame with pre-adolescents

METHODSAnalysis

• Recordings from the interviews were transcribed verbatim and combined with the texts from the concept maps, and analyzed through qualitative inductive thematic analysis 

• Phases of the thematic analysis (Braun & Clarke 2006):1. Familiarizing yourself with your data2. Generating initial codes3. Searching for themes4. Reviewing themes5. Defining and naming themes6. Producing the report

Page 7: Developing entertaining and physical activity promoting health videogame with pre-adolescents

RESULTSTHEMES ELEMENTS

GAME IS FUN, BUT CHALLENGING

funnes 

intellectually challenging questions and tasks

different levels  

goal setting for physical activity

GAME SUPPORTS FEELINGS OF SUCCESS

progression and reaching goals 

learning 

points, prizes and trophys

GAME ENABLES SOCIAL INTERACTION

online

playing together with others

competeition against others

GAME ENABLES CREATIVITY AND FEELINGS OF FREEDOM

free world

able to choose or create the characters

building the game world

influencing the course of the game

GAME INCLUDES PHYSICAL ACTIVITY RELATED ACTIVITY

versatile sports

variety set type of exercise and sports hobbies

variety of sports facilities

GAME INCLUDES PHYSICAL ACTIVITY RELATED INFORMATION

information on type of exercise and sports hobbies

information on physical activity in general

information on the consequences of physical activity 

Page 8: Developing entertaining and physical activity promoting health videogame with pre-adolescents

CONCLUSIONS

• Versatile data collection methods were fruitful • Pre-adolescents voices were heard and their role as an expert of 

their own health and its promotion were emphasized  Framework for age-appropriate physical activity promoting health 

videogame 

Page 9: Developing entertaining and physical activity promoting health videogame with pre-adolescents

WHATS NEXT?

Page 11: Developing entertaining and physical activity promoting health videogame with pre-adolescents

REFERENCES• Baranowski T, Buday R, Thompson D. & Baranowski J. 2008. Playing for real: Video games and stories 

for health-related behavior change. American journal of preventive medicine 34(1), 74–82.• Baranowski T, Richard Buday R, Thompson D, Lyons E, Shirong Lu A & Baranowski J. 2013. 

Developing Games for Health Behavior Change: Getting Started. Games for Health journal: Research, Development, and Clinical Applications 2(4), 183-190.

• Braun, V. & Clarke, V. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3(2), 77-101.

• Janssen I. & LeBlanc A. 2010. Systematic review of the health benefits of physical activity and fitness in school-aged children and youth. International Journal of Behavioral Nutrition and Physical Activity 7(40). doi: 10.1186/1479-5868-7-40.

• OECD 2013. Health at a Glance 2013: OECD Indicators. http://www.oecd.org/els/health-systems/Health-at-a-Glance-2013.pdf. Accessed 12.1.2015.

• Strong WB, Malina RM, Blimkie C, Daniels SR, Dishman RK, Gutin B, Hergenroeder AC, Must A, Nixon PA, Pivarnik JM, Rowland T, Trost S & Trudeau F. 2005. Evidence based hysical activity for school-aged youth. Journal of  Pediaticsr 146, 732–737.

• Thompson D, Cullen KW, Boushey C. 2012. Design of a website on nutrition and physical activity for adolescents: Results from formative research. Journal of Medical Internet Research 14(2), e59. doi:  10.2196/jmir.1889 

• Parisod H, Pakarinen A, Kauhanen L, Aromaa M, Leppänen V, Liukkonen T, Smed J, Salanterä S. 2014. Promoting children’s health with digital games: A review of reviews. Games for Health Journal 3(3), 145-156. 

• WHO. 2010. Global recommendations on physical activity for health. http://whqlibdoc.who.int/publications/2010/9789241599979_eng.pdf.   Accessed 12.1.2015.