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Table 2 Summary of themes from interview transcript

From: Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study

Key themes

Descriptor

Benefits

Positive experience with perceived and actual benefits reported

Motivators

Motivator for participant to engage and how to motivate others to participate

Barriers

Barrier to participants’ own engagement with the activity and barrier to others’ engagement

Delivery

General set up of the activity within the community mental health setting, opportunities for drop-in, staff involvement and playing against someone.