Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-01 DOI:10.2196/66998
Yanya Chen, Bingsheng Guan, Yaqi Zhang, Suen Chow Lee, Jia-Yu Liu, Sicun Li, Ming Liu, Xiaoshen Zhang, Wai-Kit Ming
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Abstract

Background: Overweight and obesity seriously affect physical and psychological health worldwide. They are common public health issues in young adults who are considered a "vulnerable group" prone to adopt unhealthy lifestyles that can lead to overweight and obesity. Virtual reality exergames could help increase balance performance among patients with Parkinson disease and improve depression and pain interference among individuals with chronic neck pain. Still, limited research has been conducted on the use of virtual reality exergames among young adults with overweight and obesity, and their willingness and acceptability remain unclear.

Objectives: This study aimed to assess the acceptability of and willingness to use virtual reality exergames for weight loss among young adults with overweight or obesity.

Methods: This was a qualitative study. Sixteen young adults with overweight or obesity were recruited in Guangzhou, China, and divided into 4 focus groups. They were interviewed between September and October 2023 through semistructured interviews. NVivo (version 14; Lumivero) was used to transcribe, code, and thematically analyze interviews.

Results: Four main themes and 8 subthemes emerged from the data. The main themes included perception of previous weight loss measures (regarded exercise and diet as the main measures for weight loss and difficulties in holding on to the weight loss methods), acceptability of virtual reality exergames (increasing opportunities for exercise, a powerful means for propelling doing exercise, positive impact on psychological well-being, and more appealing to office workers than students), willingness to use virtual reality exergames, and concerns (weight loss effect and other concerns).

Conclusions: Virtual reality exergames were seen as beneficial for maintaining exercise and promoting psychological well-being among young adults with overweight or obesity, despite concerns about effectiveness, cost, and privacy. Almost all young adults indicated their willingness to try these kinds of games if given the opportunity. These findings suggested that virtual reality exergames could be a promising tool for weight management in this population.

中国超重或肥胖年轻人使用虚拟现实运动游戏减肥的可接受性和意愿:定性研究
背景:超重和肥胖严重影响着全世界的身心健康。它们是年轻人中常见的公共卫生问题,他们被认为是一个“弱势群体”,容易采取可能导致超重和肥胖的不健康生活方式。虚拟现实运动游戏可以帮助帕金森病患者提高平衡能力,改善慢性颈部疼痛患者的抑郁和疼痛干扰。尽管如此,关于超重和肥胖的年轻人使用虚拟现实游戏的研究仍然有限,他们的意愿和可接受性仍然不清楚。目的:本研究旨在评估超重或肥胖的年轻人使用虚拟现实运动游戏减肥的可接受性和意愿。方法:定性研究。在中国广州招募了16名超重或肥胖的年轻人,并将其分为4个焦点组。他们在2023年9月至10月期间通过半结构化访谈接受了采访。NVivo(版本14;Lumivero)用于转录、编码和对访谈进行主题分析。结果:从数据中得出4个主要主题和8个次要主题。主要主题包括对以往减肥措施的认知(认为运动和饮食是减肥的主要措施,坚持减肥方法的困难),虚拟现实运动游戏的可接受性(增加运动机会,推动运动的有力手段,对心理健康的积极影响,对上班族比学生更有吸引力),愿意使用虚拟现实运动游戏,和担忧(减肥效果和其他担忧)。结论:尽管存在有效性、成本和隐私方面的问题,但虚拟现实运动游戏被认为对超重或肥胖的年轻人保持锻炼和促进心理健康有益。几乎所有的年轻人都表示,如果有机会,他们愿意尝试这类游戏。这些发现表明,虚拟现实运动游戏可能是这一人群体重管理的一种有前途的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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