TY - JOUR
T1 - A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity
T2 - Semistructured Interviews With Older Women
AU - Robertson, Michael C.
AU - Swartz, Maria Chang
AU - Christopherson, Ursela
AU - Bentley, Jason R.
AU - Basen-Engquist, Karen M.
AU - Thompson, Debbe
AU - Volpi, Elena
AU - Lyons, Elizabeth J.
N1 - Funding Information:
This study was supported by the National Institute on Aging of the National Institutes of Health (R01AG06409). This work is a publication of the United States Department of Agriculture, Agricultural Research Service (USDA/ARS), the Children's Nutrition Research Center, and the Department of Pediatrics, Baylor College of Medicine, Houston, Texas, and funded in part with federal funds from the USDA/ARS under Cooperative Agreement 58-3092-5-001 (D Thompson). Support also provided, in part, by a Cancer Center Support Grant (CA16672, PI: P Pisters, The University of Texas MD Anderson Cancer Center), from the NCI/NIH, and from the Center for Energy Balance in Cancer Prevention and Survivorship at The University of Texas MD Anderson Cancer Center.
Publisher Copyright:
© 2022 JMIR Publications Inc.. All right reserved.
PY - 2022/4/1
Y1 - 2022/4/1
N2 - Background: Older adult women are at risk for negative health outcomes that engaging in sustained physical activity can help prevent. However, promoting long-term maintenance of physical activity in this population has proven to be a challenge. Increasing autonomous motivations (ie, intrinsic, integrated, and identified regulations) for physical activity may facilitate enduring behavior change. Digitally delivered games for health that take a celebratory technology approach, that is, using technology to create new ways to experience valued behaviors and express valued beliefs, may be a useful way to target autonomous motivations for physical activity. Formative research with the target population is needed to design compelling intervention content. Objective: The objective of this study is to investigate older adult women's reactions to and thoughts about a photography-based, social media walking game targeting autonomous motivations for physical activity. Methods: During an individual semistructured interview, a moderator solicited feedback from 20 older adult women (age range 65-74 years) as part of formative research to develop a social media game featuring weekly walking challenges. The challenges were designed to target autonomous motivations for physical activity. Interviews were audio-recorded and transcribed verbatim. Two reviewers conducted thematic content analysis on interview transcripts. Results: We identified 3 overarching themes in qualitative data analysis. These reflected the playful experiences, value, and acceptability associated with the intervention challenges. Generally, participants understood what the challenges were asking them to do, proffered appropriate example responses, and indicated that the challenges would be enjoyable. Participants reported that the intervention content afforded many and varied playful experiences (eg, competition, discovery, exploration, expression, fellowship, humor, nurture, sensation). Further, participants indicated that the intervention increased their motivation for physical activity, occasioned meaningful shifts in perspective, increased their knowledge of various topics of interest, provided an opportunity to create valued connection with others, and provided health-related benefits. Participants suggested the intervention emphasize local history, nature, and cultural events. Conclusions: The photography-based, social media walking game with relatively simple game mechanics was well received and judged to be apt to bring about a wide variety of emotive experiences. A clear, geographically specific identity emerged as a key driver of interest for intervention content. Taking a celebratory technology approach holds promise for targeting autonomous motivations for physical activity in older adult women.
AB - Background: Older adult women are at risk for negative health outcomes that engaging in sustained physical activity can help prevent. However, promoting long-term maintenance of physical activity in this population has proven to be a challenge. Increasing autonomous motivations (ie, intrinsic, integrated, and identified regulations) for physical activity may facilitate enduring behavior change. Digitally delivered games for health that take a celebratory technology approach, that is, using technology to create new ways to experience valued behaviors and express valued beliefs, may be a useful way to target autonomous motivations for physical activity. Formative research with the target population is needed to design compelling intervention content. Objective: The objective of this study is to investigate older adult women's reactions to and thoughts about a photography-based, social media walking game targeting autonomous motivations for physical activity. Methods: During an individual semistructured interview, a moderator solicited feedback from 20 older adult women (age range 65-74 years) as part of formative research to develop a social media game featuring weekly walking challenges. The challenges were designed to target autonomous motivations for physical activity. Interviews were audio-recorded and transcribed verbatim. Two reviewers conducted thematic content analysis on interview transcripts. Results: We identified 3 overarching themes in qualitative data analysis. These reflected the playful experiences, value, and acceptability associated with the intervention challenges. Generally, participants understood what the challenges were asking them to do, proffered appropriate example responses, and indicated that the challenges would be enjoyable. Participants reported that the intervention content afforded many and varied playful experiences (eg, competition, discovery, exploration, expression, fellowship, humor, nurture, sensation). Further, participants indicated that the intervention increased their motivation for physical activity, occasioned meaningful shifts in perspective, increased their knowledge of various topics of interest, provided an opportunity to create valued connection with others, and provided health-related benefits. Participants suggested the intervention emphasize local history, nature, and cultural events. Conclusions: The photography-based, social media walking game with relatively simple game mechanics was well received and judged to be apt to bring about a wide variety of emotive experiences. A clear, geographically specific identity emerged as a key driver of interest for intervention content. Taking a celebratory technology approach holds promise for targeting autonomous motivations for physical activity in older adult women.
KW - behavior
KW - behavior change
KW - behavior mechanism
KW - behavioral interventions
KW - exercise
KW - fitness
KW - gamification
KW - health
KW - intervention
KW - mobile phone
KW - older adults
KW - older women
KW - patient attitude
KW - patient perspective
KW - photography
KW - physical activity
KW - psychological theory
KW - serious games
KW - social media
KW - walking
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U2 - 10.2196/35511
DO - 10.2196/35511
M3 - Article
AN - SCOPUS:85128469729
SN - 2291-9279
VL - 10
JO - JMIR Serious Games
JF - JMIR Serious Games
IS - 2
M1 - e35511
ER -