Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study (Preprint)
Preprint
DOI:
10.2196/preprints.58422
Publication Date:
2024-12-30T21:01:33Z
AUTHORS (9)
ABSTRACT
<sec> <title>BACKGROUND</title> Obesity could compromise people’s health and elevate the risk of numerous severe chronic conditions premature mortality. Young adults are at high adopting unhealthy lifestyles related to overweight obesity, as they a phase marked by several significant life milestones that have been linked weight gain. They gain rapidly excess adiposity mostly accrues, compared with middle-aged older when stabilizes or even decreases. Virtual reality exergames potential increase physical activity in daily lives. However, factors influence young adults’ preference for using virtual control remain unclear. </sec> <title>OBJECTIVE</title> The objective this study is identify, characterize, explain influencing adults' exergames. <title>METHODS</title> This qualitative used semistructured interviews. In total, 4 focus group interviews were conducted 23 aged between 18 25 years. data analyzed Colaizzi phenomenological methodology. <title>RESULTS</title> 3 major found settings: individual factors, social environmental expectations Individual included experience previous methods, reality, psychological status, attitudes toward personal BMI, exercise type, acceptance Social definitions beauty, weather public events, knowledge provided. Expectations cost device, fun exergames, supervision, modality feedback after exercise, convenience use, loss effect. <title>CONCLUSIONS</title> take various into account deciding whether use control. These can inform development further refinement devices, guides, policies controlling weight. <title>CLINICALTRIAL</title> <p/>
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