An Exploration of Swedish Adolescents’ Experiences of Mobile Apps for Physical Activity
Mobile apps
DOI:
10.31820/pt.33.1.5
Publication Date:
2024-04-30T12:16:22Z
AUTHORS (7)
ABSTRACT
Recent reports on children and adolescents’ physical activity indicate that approximately 80% do not meet the World Health Organisation’s recommended levels of activity. Childhood is a critical period development; as such, it important to prioritize health promotion in this phase one’s life. Use gamification mobile apps has been shown positively influence adolescents. Inclusion behaviour change techniques (BCTs) noted increase effect promoting interventions. Previous research highlights adolescents find BCTs goal setting/planning, feedback, reward, self-monitoring, social comparison, support be interest. The aim study was explore Swedish experience with focus BCTs. Three group interviews were undertaken total 18 participants (11-15 years age). data explored using reflective thematic analysis. In addition identified previous research, present indicated they positive about providing instruction how perform behaviour, demonstration removal reward. Other attractive features activities included developing streak, competition, provision an adequate level challenge. contributes deeper understanding other can implemented apps, where individualization renewal appear more than actual content features. These findings are for future work create interventions among both Sweden countries.
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