2018
DOI: 10.3390/ijerph15050835
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Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case

Abstract: Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform… Show more

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Cited by 11 publications
(11 citation statements)
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“…Similarly Shei [22], notes a notable increase in the use of mobile application technology in running. Schwarz et al [23] also recommend the use of technology in mobile games, since the incorporation of games into everyday life in adolescents would help to improve physical activity.…”
Section: Virtual Activities and Technology In The Fitness And Health mentioning
confidence: 99%
“…Similarly Shei [22], notes a notable increase in the use of mobile application technology in running. Schwarz et al [23] also recommend the use of technology in mobile games, since the incorporation of games into everyday life in adolescents would help to improve physical activity.…”
Section: Virtual Activities and Technology In The Fitness And Health mentioning
confidence: 99%
“…Several exergaming studies report health and wellbeing benefits comparable to those of regular exercise in older people, particularly in balance [ 41 ], improvement in age-related kyphosis [ 42 ], muscle strength [ 43 ], ease of physical movement and psychosocial well-being [ 44 , 45 ]. In spite of increasing evidence suggesting that that older people are more receptive to using exergaming for exercise [ 44 , 46 , 47 ], majority of exergaming users are young people [ 48 – 50 ]. Gerontology studies have highlighted learned helplessness in older people in using technology [ 51 , 52 ].…”
Section: Introductionmentioning
confidence: 99%
“…Users furthermore felt the missions took too long. The duration of a mission of around 10 min was on the one hand determined by a minimum 10-min bout of physical activity to gain health effects and on the other hand the average time to commute to school, during which adolescents had mentioned they would consider playing the game [ 53 ]. Recent insights, however, call into question that physical activity bouts need to last for a minimum of 10 min to count towards meeting the physical activity guideline [ 91 ].…”
Section: Discussionmentioning
confidence: 99%
“…Apart from the presence or absence of dynamic tailoring, the game was identical. A detailed description of the game can be found elsewhere [ 50 , 51 , 53 ]. The game has been developed in close collaboration with the target group, game developers and researchers, by following a participatory game design [ 54 ].…”
Section: Methodsmentioning
confidence: 99%