Compliance with Dance Video Gaming: Facilitating and Inhibiting Factors among Jamaican University Students
Gillian E. Mason
Roger C. Gibson
University of the West Indies, Mona
Active videogames have been established as a beneficial mode of exercise and their technology may make it particularly useful for sedentary youth. However, there is little qualitative research exploring factors which facilitate compliance with this form of exercise. This type of information can be useful to persons designing these types of exercise interventions. The current study sought to identify self-reported factors which either facilitated or hindered university students’ compliance with a six-week videogame dance exercise intervention. The Just Dance 4 disc and the XBOX Kinect 360 were used to conduct a six-week training programme. Three focus groups, consisting of seven to ten participants each, were conducted within two weeks of programme completion (n = 27). Data were transcribed; coded and thematic descriptions related to facilitators and challenges experienced during the training were identified. The main factors which facilitated exercise compliance were competition, fun and group play all of which were directly related to the nature of the video gaming system. Other gaming-related facilitators identified included receiving immediate feedback from the gaming system and participants having the ability to self-regulate. Challenges were mainly related to the limited camera range of the gaming system which resulted in inaccurate feedback at times as well as the lack of cultural variability in the music.