Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-04-18 DOI:10.2196/62778
Jiaqi Jiang, Shanghao Li, Xian Li, Yingxin Xu, Jian Zhao, Pengcheng An
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引用次数: 0

Abstract

Background: Online meetings have become an integral part of daily life for many people. However, prolonged periods of sitting still in front of screens can lead to significant, long-term health risks. While previous studies have explored various interventions to address sedentary lifestyles, few have specifically focused on mitigating sedentary behavior during online meetings. Furthermore, design opportunities to address this issue in the context of online meetings remain underexplored.

Objective: This study aims to investigate the design of effective antisedentary interactions for online meeting scenarios and understand user experiences with gamified bodily interactions as an antisedentary measure during online meetings.

Methods: This study adopts a "research through design" approach to develop and explore user experiences of gamified bodily interactions as interventions to mitigate sedentary behavior during online meetings. In collaboration with 11 users, we co-designed and iterated 3 prototypes, which led to the development of the Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments (BIG-AOME) framework. Using these prototypes, we conducted user studies with 3 groups totaling 15 participants. During co-design and evaluation, all group semistructured interviews were transcribed into written format and analyzed using a conventional qualitative content analysis method.

Results: The findings demonstrate that gamified bodily interactions encourage users to engage in physical movement while reducing the awkwardness of doing so during online meetings. Seamless integration with meeting software and the inclusion of long-term reward mechanisms can further contribute to sustained use. In addition, such games can serve as online icebreakers or playful tools for decision-making. Drawing from 3 design prototypes, this study offers a comprehensive analysis of each design dimension within the BIG-AOME framework: bodily engagement, attention, bodily interplay, timeliness, and virtual and physical environments.

Conclusions: Our research findings indicate that antisedentary bodily interactions designed for online meetings have the potential to mitigate sedentary behaviors while enhancing social connections. Furthermore, the BIG-AOME framework that we propose explores the design space for antisedentary physical interactions in the context of online meetings, detailing pertinent design choices and considerations.

在线会议场景的有趣的反久坐互动:通过设计方法的研究。
背景:在线会议已经成为许多人日常生活中不可或缺的一部分。然而,长时间一动不动地坐在屏幕前可能会导致严重的长期健康风险。虽然之前的研究已经探索了各种干预措施来解决久坐不动的生活方式,但很少有人专门关注如何减少在线会议期间的久坐行为。此外,在在线会议的背景下解决这一问题的设计机会仍未得到充分探索。目的:本研究旨在探讨在线会议场景中有效的抗久坐互动设计,并了解在线会议中游戏化身体互动作为一种抗久坐措施的用户体验。方法:本研究采用“通过设计进行研究”的方法来开发和探索游戏化身体互动的用户体验,作为减少在线会议中久坐行为的干预措施。在与11位用户的合作下,我们共同设计并迭代了3个原型,这导致了“面向反久坐在线会议环境的身体互动游戏化”(BIG-AOME)框架的发展。使用这些原型,我们对3组共15名参与者进行了用户研究。在共同设计和评估期间,所有小组半结构化访谈都被转录成书面形式,并使用传统的定性内容分析方法进行分析。结果:研究结果表明,游戏化的身体互动鼓励用户参与身体活动,同时减少了在线会议期间的尴尬。与会议软件的无缝集成以及包含长期奖励机制可以进一步促进持续使用。此外,这类游戏还可以作为在线破冰工具或有趣的决策工具。从3个设计原型中,本研究对BIG-AOME框架内的每个设计维度进行了全面分析:身体参与、注意力、身体相互作用、及时性以及虚拟和物理环境。结论:我们的研究结果表明,为在线会议设计的抗久坐身体互动有可能减轻久坐行为,同时增强社会联系。此外,我们提出的BIG-AOME框架探讨了在线会议背景下抗久坐物理交互的设计空间,详细介绍了相关的设计选择和考虑因素。
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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