Examining the Feasibility of Smartphone Game Applications for Physical Activity Promotion in Middle School Students.

Kacie C A Blackman, Jamie Zoellner, Adil Kadir, Brandon Dockery, Sallie Beth Johnson, Fabio A Almeida, D Scott McCrickard, Jennie L Hill, Wen You, Paul A Estabrooks

Journal: Games for health journal 2017;4(5):409-19

PMID: 26287931

Abstract

OBJECTIVE

The objective of this study was to determine the feasibility (i.e., limited efficacy testing, practicality, and acceptability) of a 6-week smartphone game-based applications program for promoting physical activity (PA) in adolescents in an afterschool program.

MATERIALS AND METHODS

This mixed-method, quasi-experimental design study included 27 adolescents who evaluated four smartphone PA game-based applications in two Boys & Girls Clubs of America. After an initial baseline week (i.e., usual activity during their visit to the Club), adolescents played each game for 1 week. During a final week, the participants could choose to play any combination of the four games. An established conceptual framework was used to assess feasibility. Efficacy was assessed by changes in PA via wrist-worn accelerometers (model GT3x+; ActiGraph LLC, Pensacola, FL). Practicality was measured through field notes, the number of players attending each session, and the proportion of attendees who played the games. Acceptability was measured using poststudy focus groups.

RESULTS

Compared with baseline (3.22 metabolic equivalents [METs]), mean accelerometer values were significantly (P<0.05) higher during "Space Rayders" (4.33 METs) and "Color Hunt" (3.67 METs). Attendance did not differ among games, and weekly number of players averaged 12 of 27 participants. Qualitative findings indicated that participants perceived "Space Rayders" as the most acceptable game. Overall, participants found the games to be enjoyable and easy to use, although they had suggestions to improve graphics and sounds.

CONCLUSIONS

Smartphone games can be feasible for adolescents to use for PA. Lessons learned will be used to provide improvements for future game development and evaluation.

Address: 1 Department of Preventive Medicine, Institute for Health Promotion and Disease Prevention Research, University of Southern California Keck School of Medicine , Los Angeles, California.; 2 Department of Human Nutrition, Foods, and Exercise, Virginia Tech , Blacksburg, Virginia.; 2 Department of Human Nutrition, Foods, and Exercise, Virginia Tech , Blacksburg, Virginia.; 6 Fralin Translational Obesity Research Center , Virginia Tech, Blacksburg, Virginia.; 3 Department of Computer Science, Virginia Tech , Blacksburg, Virginia.; 4 Department of Agricultural and Applied Economics, Virginia Tech , Blacksburg, Virginia.; 2 Department of Human Nutrition, Foods, and Exercise, Virginia Tech , Blacksburg, Virginia.; 5 Department of Family and Community Medicine, Virginia Tech Carilion Medical School , Roanoke, Virginia.; 6 Fralin Translational Obesity Research Center , Virginia Tech, Blacksburg, Virginia.
Bant logo

© Copyright 2026, Nutrition Evidence

NED wishes to thank the following organisations for their support:

We use cookies to improve your experience and analyze site traffic with Google Analytics. By continuing to use our site, you agree to our use of cookies. Learn more.