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Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study

Yanya Chen (Co-first Author), Lina Guan (Co-first Author), Weixin Wu (Co-first Author), Liang Ye, Yan He, Xiaofen Zheng, Sicun Li, Bingsheng Guan (Co-first Author), Wai-Kit Ming* (Co-first Author)

*Corresponding author for this work

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

29 Downloads (CityUHK Scholars)

Abstract

Background: Obesity could compromise people’s health and elevate the risk of numerous severe chronic conditions and premature mortality. Young adults are at high risk of adopting unhealthy lifestyles related to overweight and obesity, as they are at a phase marked by several significant life milestones that have been linked to weight gain. They gain weight rapidly and excess adiposity mostly accrues, compared with middle-aged and older adults when weight stabilizes or even decreases. Virtual reality exergames have the potential to increase physical activity in people’s daily lives. However, the factors that influence young adults’ preference for using virtual reality exergames for weight control remain unclear.

Objective: The objective of this study is to identify, characterize, and explain the factors influencing young adults' preference for weight control using virtual reality exergames.

Methods: This qualitative study used semistructured interviews. In total, 4 focus group interviews were conducted with 23 young adults aged between 18 and 25 years. The qualitative data were analyzed using the Colaizzi phenomenological methodology.

Results: In total, 3 major factors were found to influence young adults’ preference for virtual reality exergames in weight control settings: individual factors, social or environmental factors, and expectations of virtual reality exergames. Individual factors included experience with previous weight control methods, previous experience with virtual reality, psychological status, attitudes toward personal BMI, preference for exercise type, and acceptance of virtual reality exergames. Social or environmental factors included social definitions of beauty, weather or public health events, and knowledge of virtual reality provided. Expectations of virtual reality exergames included cost of the device, the fun of virtual reality exergames, supervision, modality of virtual reality exergames, feedback after exercise, convenience to use, and weight loss effect.

Conclusions: Young adults take various factors into account when deciding whether to use virtual reality exergames for weight control. These factors can inform the development and further refinement of devices, guides, and policies related to virtual reality exergames for controlling weight.

© Yanya Chen, Lina Guan, Weixin Wu, Liang Ye, Yan He, Xiaofen Zheng, Sicun Li, Bingsheng Guan, Wai-kit Ming.
Original languageEnglish
Article numbere58422
JournalJournal of Medical Internet Research
Volume26
DOIs
Publication statusPublished - 30 Dec 2024

Funding

This research was partially supported by SIRG-CityU Strategic Interdisciplinary Research (grant 7020093); the Basic and Applied Basic Research Project of Guangzhou Basic Research Program (2023A04J1918); the scientific research project of the Chinese medicine bureau in Guangdong province (20241064); and the University Youth Innovative Talent Project of Guangdong Province (2023KQNCX006).

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Research Keywords

  • virtual reality
  • games
  • weight control
  • preferences
  • young adults
  • qualitative research

Publisher's Copyright Statement

  • This full text is made available under CC-BY 4.0. https://creativecommons.org/licenses/by/4.0/

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