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Optimising an immersive virtual reality behaviour change intervention to support retired and non-working adults to reduce their sedentary behaviour

A mini-focus group interview study

Bibliographic Data

ID21579698
AuthorsDavid Healy (0000-0002-6340-9247, Ollscoil na Gaillimhe – University of Galway), Aisling Flynn (0000-0001-9673-1614, School of Nursing and Midwifery, University of Galway), Gearóid Reilly (0000-0003-0442-4081, Ollscoil na Gaillimhe – University of Galway), Owen Conlan (0000-0002-9054-9747, School of Computer Science and Statistics, The University of Dublin Trinity College), Anne C Browne (0000-0002-8207-4446, Ollscoil na Gaillimhe – University of Galway), Jane Walsh (0000-0001-5476-1348, Ollscoil na Gaillimhe – University of Galway)
Year2026
Volume41
Issue3
Pages339-367
Publication date2026-03-04
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenuePsychology & Health (JOURNAL)
Journal identifiersISSN: 0887-0446 • E-ISSN: 1476-8321
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/08870446.2024.2414807
PMID39780403
OpenAlexW4406191292
LanguageEN
References cited56

OBJECTIVE: Prolonged sedentary behaviour is associated with numerous negative health outcomes. Immersive virtual reality (IVR) offers opportunities for retired and non-working adults to take part in meaningful non-sedentary activities that may not be available to them in their natural environment. Using the behaviour change wheel and theoretical domains framework, an IVR intervention prototype was developed. This study aimed to explore and optimise the prototype with retired and non-working adults. A secondary aim was to explore participants' perceptions of IVR more generally. METHODS AND MEASURES: Five semi-structured mini-focus group interviews were conducted with 12 retired and non-working adults. Each group explored the intervention prototype together and discussed their experiences afterwards. A rapid analysis and reflexive thematic analysis (TA) were conducted on the data. RESULTS: Several feasible intervention design changes were generated through the rapid analysis. The reflexive TA generated three themes relating to participants' past experiences reducing their time spent sedentary, how they experienced the intervention prototype as a means to reduce their time spent sedentary, and their perspectives on using such an intervention in the future. CONCLUSION: The results indicate that retired and non-working adults may enjoy using IVR to reduce sedentary time but generally favour natural experiences when possible

Behaviour change · Focus group · Human–computer interaction · Perception · Virtual reality · Applied Psychology · Computer Science · Mobile Health and mHealth Applications · Physical Activity and Health · Psychology · Virtual Reality Applications and Impacts

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