Presenter: Anni Pakarinen, Doctoral candidate and project researcher at University of Turku, Department of Nursing science, FI
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
4. METHODS
Sampling
• Purposive sampling
• Participants: 10–13 year old pre-adolescents
• Sample size: n= 35 (girls n=18, boys n=17)
• Heterogeneous sample with regard
of age, gameplay and physical activity
in order to reach diversity of perceptions
on the explored phenomenon
0
8
7
33 3
7
4
0
3
6
9
10 11 12 13
Numberofparticipants
Age
Age distribution (n=35)
Girls
Boys
29,4
17,6
11,8 11,8
29,4
6,3
31,3
6,3
12,5
6,3
37,5
0
5
10
15
20
25
30
35
40
1 2 3 4 5 6 7
Procent%
Days/week
Gameplay
Girls
Boys
5,6
16,7 16,7
22,2
38,9
6,7 6,7 6,7 6,7 6,7
66,7
0
10
20
30
40
50
60
70
80
1 2 3 4 5 6 7
Procent%
Days/week
Moderate to vigorous physical activity ≥1 h
Girls
Boys
5. METHODS
Data collection
• 6 Focus groups were conducted
Groups were distributed according to the age (± 1 year in between) and gender
Focus group sessions were held during school day within the schools
One researcher was present and the sessions lasted around 30-45 minutes
• Concept maps
Children were asked to write and draw things that they thought or preferred to
be included in the game that promotes physical activity
Worked also as an ice-breaker
• Interviews
During the interviews, children were asked questions about gameplay, physical
activity and elements of the game that promotes physical activity
Interviews were recorded
6. METHODS
Analysis
• Recordings from the interviews were transcribed verbatim and
combined with the texts from the concept maps, and analyzed
through qualitative inductive thematic analysis
• Phases of the thematic analysis (Braun & Clarke 2006):
1. Familiarizing yourself with your data
2. Generating initial codes
3. Searching for themes
4. Reviewing themes
5. Defining and naming themes
6. Producing the report
7. RESULTS
THEMES ELEMENTS
GAME IS FUN, BUT CHALLENGING
funnes
intellectually challenging questions and tasks
different levels
goal setting for physical activity
GAME SUPPORTS FEELINGS OF SUCCESS
progression and reaching goals
learning
points, prizes and trophys
GAME ENABLES SOCIAL INTERACTION
online
playing together with others
competeition against others
GAME ENABLES CREATIVITY AND FEELINGS OF FREEDOM
free world
able to choose or create the characters
building the game world
influencing the course of the game
GAME INCLUDES PHYSICAL ACTIVITY RELATED ACTIVITY
versatile sports
variety set type of exercise and sports hobbies
variety of sports facilities
GAME INCLUDES PHYSICAL ACTIVITY RELATED INFORMATION
information on type of exercise and sports hobbies
information on physical activity in general
information on the consequences of physical activity
8. CONCLUSIONS
• Versatile data collection methods were fruitful
• Pre-adolescents voices were heard and their role as an expert of
their own health and its promotion were emphasized
Framework for age-appropriate physical activity promoting health
videogame
11. REFERENCES
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Developing Games for Health Behavior Change: Getting Started. Games for Health journal: Research,
Development, and Clinical Applications 2(4), 183-190.
• Braun, V. & Clarke, V. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology
3(2), 77-101.
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• WHO. 2010. Global recommendations on physical activity for health.
http://whqlibdoc.who.int/publications/2010/9789241599979_eng.pdf. Accessed 12.1.2015.