Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case
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 w... Mehr ...
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Dokumenttyp: | Artikel |
Erscheinungsdatum: | 2018 |
Reihe/Periodikum: | Schwarz , A , DeSmet , A , Cardon , G , Chastin , S , Costa , R , Grilo , A , Ferri , J , Domenech , J & Stragier , J 2018 , ' Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case ' , International Journal of Environmental Research and Public Health , vol. 15 , no. 5 , pp. 835 . https://doi.org/10.3390/ijerph15050835 |
Schlagwörter: | Adolescent / Adolescent Health / Belgium / Child / Exercise/physiology / Female / Games / Recreational/psychology / Healthy Lifestyle / Humans / Male / Program Development / Program Evaluation / Sedentary Behavior / Video Games/psychology |
Sprache: | Englisch |
Permalink: | https://search.fid-benelux.de/Record/base-27362420 |
Datenquelle: | BASE; Originalkatalog |
Powered By: | BASE |
Link(s) : | https://researchonline.gcu.ac.uk/en/publications/1f693cf3-3ac1-4d74-8d1e-fceb4cfed1ac |