A focus group study among insufficiently physically active African American adults regarding technology-delivered team-based gamification for physical activity promotion

Gamification represents a promising approach for facilitating positive social interactions among groups of individuals and is increasingly being leveraged in physical activity (PA) interventions to promote enhanced intervention engagement and PA outcomes. Although African American (AA) adults experi...

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Published inmHealth Vol. 10; p. 3
Main Authors Monroe, Courtney M, Zosel, Kristen, Stansbury, Melissa, Younginer, Nicholas, Davis, Rachel E, Dutton, Gareth, Newton, Jr, Robert L, Cai, Bo, West, Delia Smith
Format Journal Article
LanguageEnglish
Published China AME Publishing Company 01.01.2024
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Summary:Gamification represents a promising approach for facilitating positive social interactions among groups of individuals and is increasingly being leveraged in physical activity (PA) interventions to promote enhanced intervention engagement and PA outcomes. Although African American (AA) adults experience disparities associated with health conditions that can be ameliorated with increased PA, little is known about how best to culturally target PA gamification strategies for this population. The purpose of this study was to gather perspectives from AA adults residing in the Southeast United States and subsequently identify themes to help inform the cultural adaptation of an existing electronic and mobile health (e/mHealth) gamification- and theory-based PA intervention for teams of insufficiently active AA adults. An AA moderator facilitated six online focus groups among AA adults (n=42; 93% female; 45.09±9.77 years; 34.40±57.38 minutes/week of reported moderate-intensity equivalent PA), using a semi-structured focus group guide. Drawing from a content analysis approach, transcripts were coded and salient themes were identified. The focus groups revealed the following seven themes: (I) motivation (team-based gamification motivating); (II) accountability (team-based gamification promotes accountability); (III) competition (competitive elements attractive); (IV) weekly challenges (prefer to choose weekly PA challenges); (V) leaderboard feedback (preference for viewing steps and active minutes via a leaderboard); (VI) cultural relevancy (prefer elements reflective of their race and culture that promote team unity); (VII) teammate characteristics (mixed preferences regarding ideal sociodemographic characteristics and starting PA level of teammates). Integrating team-based gamification in an e/mHealth-based PA intervention may be acceptable among AA adults. The identification of specific design preferences and perceptions of the value of the social environment points to the need to consider surface-level and deep structure cultural targeting when developing and further exploring best practices regarding gamified PA interventions for insufficiently active AAs.
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Contributions: (I) Conception and design: CM Monroe, K Zosel, M Stansbury, RE Davis, G Dutton, RL Newton Jr, B Cai, DS West; (II) Administrative support: DS West; (III) Provision of study materials or patients: CM Monroe, K Zosel, M Stansbury; (IV) Collection and assembly of data: CM Monroe, K Zosel, M Stansbury, N Younginer; (V) Data analysis and interpretation: CM Monroe, K Zosel, N Younginer; (VI) Manuscript writing: All authors; (VII) Final approval of manuscript: All authors.
ORCID: 0000-0002-8532-9731.
ISSN:2306-9740
2306-9740
DOI:10.21037/mhealth-23-44