Published on in Vol 7, No 2 (2019): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11960, first published .
Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

Journals

  1. Lindner P, Rozental A, Jurell A, Reuterskiöld L, Andersson G, Hamilton W, Miloff A, Carlbring P. Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study. JMIR Serious Games 2020;8(2):e17807 View
  2. McMichael L, Farič N, Newby K, Potts H, Hon A, Smith L, Steptoe A, Fisher A. Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study. JMIR Serious Games 2020;8(3):e14920 View
  3. Javaid M, Haleem A. Virtual reality applications toward medical field. Clinical Epidemiology and Global Health 2020;8(2):600 View
  4. Pallavicini F, Pepe A. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study. JMIR Serious Games 2020;8(2):e15635 View
  5. Floryan M, Chow P, Schueller S, Ritterband L. The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility. Journal of Medical Internet Research 2020;22(6):e16506 View
  6. Farič N, Smith L, Hon A, Potts H, Newby K, Steptoe A, Fisher A. A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process. Journal of Medical Internet Research 2021;23(2):e18161 View
  7. Zhao Z, Arya A, Orji R, Chan G. Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study. JMIR Serious Games 2020;8(4):e19968 View
  8. Lindner P. Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy. International Journal of Cognitive Therapy 2021;14(1):23 View
  9. Stapp A, Prior L, Smith C. Moving Across Mississippi: Young Children's enjoyment and teachers' perceptions of standards-based physical activity videos. Teaching and Teacher Education 2021;107:103472 View
  10. Wollesen B, Janssen T, Müller H, Voelcker-Rehage C. Effects of cognitive-motor dual task training on cognitive and physical performance in healthy children and adolescents: A scoping review. Acta Psychologica 2022;224:103498 View
  11. Malik N, Prado W, Lappan S, Popescu M, Haddock B, Hill J. Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity. International Journal of Environmental Research and Public Health 2022;19(7):4264 View
  12. Polechoński J, Zwierzchowska A, Makioła Ł, Groffik D, Kostorz K. Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study. JMIR Serious Games 2022;10(4):e39932 View
  13. Burns R, Armstrong J. Associations of connectedness and parental behaviors with adolescent physical activity and mental health during COVID-19: A mediation analysis using the 2021 adolescent behaviors and experiences survey. Preventive Medicine 2022;164:107299 View
  14. Whewell E, Caldwell H, Frydenberg M, Andone D. Changemakers as digital makers: Connecting and co-creating. Education and Information Technologies 2022;27(5):6691 View
  15. Pawassar C, Tiberius V. Virtual Reality in Health Care: Bibliometric Analysis. JMIR Serious Games 2021;9(4):e32721 View
  16. Loudoun F, Boyle B, Larsson-Lund M, Potenza M. Children’s experiences of play in digital spaces: A scoping review. PLOS ONE 2022;17(8):e0272630 View
  17. Lemmens J, von Münchhausen C. Let the beat flow: How game difficulty in virtual reality affects flow. Acta Psychologica 2023;232:103812 View
  18. Hrynyschyn R, Prediger C, Lyk P, Majgaard G, Helmer S, Stock C. Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study. Frontiers in Public Health 2023;11 View
  19. Manlapaz D, Vergara J, Alpuerto K, De Los Santos I, Enriquez M, Manicio Z, Mendres J, Tolosa C, Vilela Z, Zabat Z. Perceptions of academic staff and students of senior high school in implementing game-based exercises in physical education classes—a research protocol for a qualitative descriptive study. BMJ Open 2023;13(12):e075847 View
  20. Wu S, Chuang C, Liao W, Li C, Shih H. Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study. JMIR Serious Games 2024;12:e44025 View
  21. Pérez-Jorge D, Martínez-Murciano M, Contreras-Madrid A, Alonso-Rodríguez I. The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning. Healthcare 2024;12(2):124 View
  22. Bould H, Kennedy M, Penton-Voak I, Thomas L, Bird J, Biddle L. Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them. JMIR XR and Spatial Computing 2024;1:e47382 View
  23. Temlali T, Lust J, Klaperski‐van der Wal S, Steenbergen B. The effectiveness of exergames in improving physical activity behaviour and physical literacy domains in adolescents with developmental coordination disorder and cerebral palsy: A scoping review. Child: Care, Health and Development 2024;50(4) View
  24. Tholl C, Soffner M, Froböse I. How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming. Frontiers in Sports and Active Living 2024;6 View
  25. Hasson R, Xie M, Tadikamalla D, Beemer L. Using a Human-Centered Design Process to Evaluate and Optimize User Experience of a Website (InPACT at Home) to Promote Youth Physical Activity: Case Study. JMIR Human Factors 2024;11:e52496 View
  26. Ariño-Mateo E, García-Carretero J, Alonso-Rodríguez I, Olmos-Raya E. Gamified Physical Exercise and Mental Health. Salud, Ciencia y Tecnología 2024;4:1063 View
  27. Iqbal H, Zanudin A, Sheng H, Ahmad M, Nordin N. Evaluating the effectiveness of virtual reality-based therapy as an adjunct to conventional rehabilitation in the management of adolescents with cerebral palsy: An intervention protocol. MethodsX 2024;13:103000 View

Books/Policy Documents

  1. Riva G, Malighetti C, Chirico A, Di Lernia D, Mantovani F, Dakanalis A. Rehabilitation interventions in the patient with obesity. View
  2. Hugo Theron F, Rosenstein D, McCoubrey D. Shaping the Future of Child and Adolescent Mental Health. View