Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland

Author:

Corepal Rekesh,Best Paul,O’Neill Roisin,Tully Mark A,Edwards Mark,Jago Russell,Miller Sarah J,Kee Frank,Hunter Ruth F

Abstract

ObjectiveTo explore the temporal changes of adolescents’ views and experiences of participating in a gamified intervention to encourage physical activity behaviour and associated processes of behaviour change.DesignA qualitative longitudinal design was adopted whereby focus groups were conducted with the same participants in each intervention school (n=3) at four time-points (baseline, end of each of two intervention phases and 1-year follow-up). The framework method was used to thematically analyse the data.SettingSecondary schools (n=3), Belfast (Northern Ireland).ParticipantsA subsample (n=19 at four time-points) of individuals aged 12–14 years who participated in the StepSmart Challenge, a gamified intervention involving a pedometer competition and material rewards to encourage physical activity behaviour change.ResultsThree core themes were identified: (1) competition; (2) incentives and (3) influence of friends. Participants indicated that a pedometer competition may help initiate physical activity but suggested that there were a number of barriers such as participants finding it ‘boring’, and feeling as though they had a remote chance of ‘winning’. ‘Incentives’ were viewed favourably, although there were participants who found not winning a prize ‘annoying’. Friends were a motivator to be more physically active, particularly for girls who felt encouraged to walk more when with a friend.ConclusionsThe intervention in general and specific gamified elements were generally viewed positively and deemed acceptable. Results suggest that gamification may have an important role to play in encouraging adolescents to engage in physical activity and in creating interventions that are fun and enjoyable. The longitudinal approach added additional depth to the analysis as themes were refined and tested with participants over time. The findings also suggest that gamified Behaviour Change Techniques align well with core concepts of Self-determination Theory and that various game elements may require tailoring for specific populations, for example, different genders.Trial registration numberNCT02455986; Pre-results.

Funder

Department for the Economy, Northern Ireland

Research and Development Office, Northern Ireland

National Institute for Health Research

Publisher

BMJ

Subject

General Medicine

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