Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case
Abstract
:1. Introduction
2. Materials and Methods
2.1. Sample Description and Recruitment
2.2. Ethical Statement
2.3. Data Collection
2.4. Data Analysis
3. Results
3.1. Gameplay and Physical Activity
- Physical activities that adolescents are already performing (e.g., football, biking, running, dancing, yoga);
- Activities that they have identified in earlier exergames (e.g., boxing, bowling);
- Running activities that can be linked to different game settings;
- Challenges and jumping activities that relate to free running and obstacle courses.
3.2. Meaningful Locations
3.3. Suitable Timeframes for Gameplay
- Just after school;
- After finishing school work;
- Commuting to school;
- After having dinner;
- During the weekend;
- During holidays.
3.4. Social Context
3.5. Activity Tracking via Smart Clothing
4. Discussion
Strengths and Limitations
5. Conclusions
Author Contributions
Acknowledgments
Conflicts of Interest
References
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Characteristic | n = 49 |
---|---|
Gender | |
Female | 22 |
Male | 27 |
Age | |
<12 years old | 1 |
12–14 years old | 18 |
15–16 years old | 20 |
17–18 years old | 10 |
Grade | |
First grade | 12 |
Second grade | 19 |
Third grade | 18 |
Type of Education | |
Academic track education | 13 |
Non-academic track education | 36 |
Characteristic | FG ¹ | FG | FG | FG | FG | FG | FG | FG |
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
Gender | (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 6) | (n = 7) | (n = 6) |
Female | 3 | 2 | 0 | 3 | 6 | 1 | 3 | 4 |
Male | 3 | 4 | 6 | 3 | 0 | 5 | 4 | 2 |
Age | 16–17 | 14–16 | 11–13 | 15–16 | 12–13 | 16–17 | 14–15 | 16–17 |
Type of Education | Non-academic | Non-academic | Non-academic | Non-academic | Non-academic | Non-academic | Academic | Academic |
Theme | Key Question | Supporting Questions |
---|---|---|
Digital games | A. In your opinion, what does a perfect digital mobile game look like that motivates you to play? | 1. Are you playing any digital, mobile, or exergames? |
Active digital games | B. What should a mobile game look like to make you want to move more? | 2. Which activities would you like to do in the game? |
Active gaming in everyday life | C. How could the mobile exergame fit into your everyday life? | 3. When would you like to play the game? 4. With whom would you like to play the game? 5. How much time would you spend playing the game? |
Smart shirt | D. What do you think about wearing a T-shirt that measures your activity to play the game? | 6. When would you wear the shirt? 7. How would you like the possibility to individually customize your shirt? 8. When you see and feel this shirt, what would you change so that it would suit your preferences? |
Digital Games (n = 49) | Exergame (n = 49) | |
---|---|---|
Never | 4 | 17 |
Less than monthly | 6 | 14 |
Monthly | 6 | 10 |
Weekly | 9 | 5 |
Several times a week | 14 | 3 |
Daily | 8 | 0 |
Several times a day | 2 | 0 |
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Schwarz, A.; DeSmet, A.; Cardon, G.; Chastin, S.; Costa, R.; Grilo, A.; Ferri, J.; Domenech, J.; Stragier, J. Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case. Int. J. Environ. Res. Public Health 2018, 15, 835. https://doi.org/10.3390/ijerph15050835
Schwarz A, DeSmet A, Cardon G, Chastin S, Costa R, Grilo A, Ferri J, Domenech J, Stragier J. 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. 2018; 15(5):835. https://doi.org/10.3390/ijerph15050835
Chicago/Turabian StyleSchwarz, Ayla, Ann DeSmet, Greet Cardon, Sebastien Chastin, Ruben Costa, António Grilo, Josue Ferri, Jorge Domenech, and Jeroen Stragier. 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 15, no. 5: 835. https://doi.org/10.3390/ijerph15050835
APA StyleSchwarz, 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, 15(5), 835. https://doi.org/10.3390/ijerph15050835