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


ABSTRACT:

Objective

To 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.

Design

A 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.

Setting

Secondary schools (n=3), Belfast (Northern Ireland).

Participants

A 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 m

SUBMITTER: Corepal R 

PROVIDER: S-EPMC5914771 | biostudies-literature | 2018 Apr

REPOSITORIES: biostudies-literature