scholarly journals Title Correction: Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

10.2196/15657 ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. e15657
Author(s):  
Nuša Faric ◽  
Eleanor Yorke ◽  
Laura Varnes ◽  
Katie Newby ◽  
Henry WW Potts ◽  
...  

10.2196/11960 ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. e11960 ◽  
Author(s):  
Nuša Faric ◽  
Eleanor Yorke ◽  
Laura Varnes ◽  
Katie Newby ◽  
Henry WW Potts ◽  
...  

2020 ◽  
Author(s):  
Nuša Farič ◽  
Lee Smith ◽  
Henry WW Potts ◽  
Katie Newby ◽  
Andrew Steptoe ◽  
...  

BACKGROUND Adolescence (13-17 years) is a key developmental stage for physical activity promotion (PA), but it remains unclear what works to change PA in this group. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents with physical activity. OBJECTIVE We hypothesise that a multicomponent intervention with VR exergaming at the core could increase physical activity in adolescents. However, substantial intervention development work is required. METHODS The vEngage study involves collaboration between academics and commercial games designers and employs a staged, mixed-methods approach to intervention development, combining traditional research processes and iterative game design processes. This protocol reports on our experiences of the methods and procedures for the initial development phases of the intervention. Ethics and Dissemination: The results from each work package have been disseminated through peer-review publications and scientific presentations. Ethical approval for each work package has been obtained through the University College London Research Ethics Committee. RESULTS This project developed a novel intervention involving VR exergaming with embedded elements designed to engage adolescents in physical activity. The unique academic and industry partnership from the outset, support from public health funders, and involvement of users and stakeholders throughout has been crucial to success. CONCLUSIONS This project is a world first attempt to develop a VR exergame designed to engage adolescents with PA, embracing academic-industry collaboration. We proposed and described very early development work in order to raise awareness of the study, and still open up possibilities and invite other researchers and industry partners to link with us. As such we welcome potential collaboration, and input on our planned and future work.


2006 ◽  
Vol 24 (21) ◽  
pp. 3465-3473 ◽  
Author(s):  
Wendy Demark-Wahnefried ◽  
Elizabeth C. Clipp ◽  
Miriam C. Morey ◽  
Carl F. Pieper ◽  
Richard Sloane ◽  
...  

Purpose Declines in physical functioning (PF) among elderly cancer patients threaten quality of life and the ability to maintain independence. Adherence to healthy lifestyle behaviors may prevent functional decline. Patients and Methods Project Leading the Way in Exercise and Diet (LEAD), an intervention development study of the Pepper Older Americans Independence Center, aimed to determine whether breast and prostate cancer survivors (age 65+ years) assigned to a 6-month home-based diet and exercise intervention experienced improvements in PF when compared with an attention control arm receiving general health information. An accrual target was set at 420, and PF (Short Form-36 subscale), physical activity (Community Healthy Activities Models Program for Seniors), and diet quality (index from 3-day recalls) were assessed at baseline and at 6 and 12 months (6 months after intervention). Results This developmental project did not achieve its accrual target (N = 182); however, PF change scores were in the direction and of the magnitude projected. Baseline to 6-month change scores in the intervention versus the control arms were as follows: PF, +3.1 v −0.5 (P = .23); physical activity energy expenditure, +111 kcal/wk v −400 kcal/wk (P = .13); and diet quality index, +2.2 v −2.9 (P = .003), respectively. Differences between arms diminished during the postintervention period. Conclusion These findings suggest that home-based diet and exercise interventions hold promise in improving lifestyle behaviors among older cancer survivors, changes that trend toward improved PF. Future studies should incorporate larger sample sizes and interventions that sustain long-term effects and also take into account secular trends; these efforts will require adequate planning and resources to overcome the numerous barriers to intervening in this difficult to reach yet vulnerable population.


2020 ◽  
Vol 9 (6) ◽  
pp. 1986 ◽  
Author(s):  
Zan Gao ◽  
Jung Eun Lee ◽  
Daniel J. McDonough ◽  
Callie Albers

The December 2019 COVID-19 outbreak in China has led to worldwide quarantine, as recommended by local governments and the World Health Organization. Particularly affected are older adults (i.e., those aged ≥ 65 years) who are at elevated risk for various adverse health outcomes, including declines in motor ability and physical activity (PA) participation, increased obesity, impaired cognition, and various psychological disorders. Thus, given the secular increases in the older adult population, novel and effective intervention strategies are necessary to improve physical activity behaviors and health in this population. Virtual reality (VR)-integrated exercise is a promising intervention strategy, which has been utilized in healthcare fields like stroke rehabilitation and psychotherapy. Therefore, the purpose of this editorial is to synthesize recent research examining the efficacy and effectiveness of VR exercise in the promotion of favorable health outcomes among the older adults. Results indicate the application of VR exercise to facilitate improved physical outcomes (e.g., enhanced motor ability, reduced obesity), cognition and psychological outcomes. VR exercise has also been observed to be an effective intervention strategy for fall prevention in this population. Future research should employ more rigorous research designs to allow for a more robust quantitative synthesis of the effect of VR exercise on the preceding outcomes to elucidate which type(s) of VR-based PA interventions are most effective in promoting improved health outcomes among older adults. Findings from this study will better inform the development of technology-savvy PA programs for wellness promotion in older adults who practice social distancing and exercise from home under the unprecedented global health crisis.


2019 ◽  
Vol 58 (7) ◽  
pp. 614-643
Author(s):  
Carrie Pettus-Davis ◽  
Tanya Renn ◽  
Christopher A. Veeh ◽  
Jacob Eikenberry

Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


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