对游戏化应用程序 KIJANI 促进儿童和青少年体育锻炼的评估:多方法研究。

IF 2.9 3区 医学 Q2 HEALTH CARE SCIENCES & SERVICES DIGITAL HEALTH Pub Date : 2024-08-18 eCollection Date: 2024-01-01 DOI:10.1177/20552076241271861
Laura Willinger, Florian Schweizer, Birgit Böhm, Daniel A Scheller, Stephan Jonas, Renate Oberhoffer-Fritz, Jan Müller, Lara Marie Reimer
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引用次数: 0

摘要

目的:数字方法有可能使活动推广对儿童和青少年具有吸引力,并适合他们的年龄。KIJANI 是一款移动应用程序,旨在通过游戏化和增强现实技术提高青少年的体育锻炼(PA)。本研究通过多种方法调查了 KIJANI 的用户体验:KIJANI 基于这样一个概念:通过体育锻炼可以获得虚拟硬币,例如,以收集步数的形式。用这些硬币可以购买积木,用来创建虚拟建筑和景观,并通过增强现实技术将这些建筑和景观整合到玩家的现实世界环境中。为了评估用户体验,参与者三人一组玩了 25 分钟的 KIJANI。之后,通过一对一的半结构化访谈和标准化问卷对 KIJANI 进行了定性和定量评估:共有 22 名参与者(12.6 ± 1.7 岁,6 名女生)参与了研究。目标群体对游戏的整体构思和实现方式表示满意。研究参与者对 KIJANI 的进一步发展提出了各种有创意的想法。大多数人(n = 16)认为,使用 KIJANI 可以提高他们的 PA 水平。基于 UEQ 量表的用户体验为(平均值 ± SD):吸引力(1.78 ± 1.82)、清晰度(2.15 ± 0.680)、效率(0.67 ± 1.25)、可靠性(1.21 ± 0.93)、刺激性(1.24 ± 1.78)和新颖性(1.27 ± 1.34):有了这些认识,KIJANI 的参与式开发又向前迈进了一步。像 KIJANI 这样的应用程序似乎适合用于促进儿童和青少年的 PA。
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Evaluation of the gamified application KIJANI to promote physical activity in children and adolescents: A multimethod study.

Objective: Digital approaches have the potential to make activity promotion attractive and age-appropriate for children and adolescents. KIJANI is a mobile application aiming to increase physical activity (PA) in youth via gamification and augmented reality. This study investigates the user experience with KIJANI through a multimethod approach.

Approaches: KIJANI is based on the concept that virtual coins can be earned through PA, for example, in the form of collected step counts. With these coins, blocks can be bought, which can be used to create virtual buildings and landscapes and integrate these into the player's real-world environment via augmented reality. To evaluate the user experience, participants played KIJANI in groups of three for 25 min. Afterwards KIJANI was evaluated qualitatively with one-on-one semi-structured interviews as well as quantitatively with standardized questionnaires.

Results: Overall, 22 participants (12.6 ± 1.7 years, 6 girls) were included in the study. The overall game concept and realization were well received by the target group. Study participants did have various and creative ideas for the further development of KIJANI. The majority (n = 16) thought that using KIJANI would increase their PA level. User experience based on the UEQ scale was (mean ± SD): attractiveness (1.78 ± 1.82), perspicuity (2.15 ± 0.680), efficiency (0.67 ± 1.25), dependability, (1.21 ± 0.93), stimulation (1.24 ± 1.78), and novelty (1.27 ± 1.34).

Conclusion: With these insights, a further step has been taken in the participatory development of KIJANI. Apps like KIJANI appear to be suitable for PA promotion in children and adolescents.

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DIGITAL HEALTH
DIGITAL HEALTH Multiple-
CiteScore
2.90
自引率
7.70%
发文量
302
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