2015
DOI: 10.1089/g4h.2014.0120
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Examining the Feasibility of Smartphone Game Applications for Physical Activity Promotion in Middle School Students

Abstract: Smartphone games can be feasible for adolescents to use for PA. Lessons learned will be used to provide improvements for future game development and evaluation.

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Cited by 17 publications
(36 citation statements)
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“…Following previous process evaluations of mHealth interventions in adolescents and young adults, the process evaluation focused on reach and dose received (exposure and satisfaction) (65)(66)(67) . According to Saunders et al, 'reach' refers to degree to which the intended priority audience participates in the intervention; 'exposure' refers to the extent to which the participants use the intervention; and 'satisfaction' refers to the satisfaction of the participants with the programme (45,47) .…”
Section: Process Evaluationmentioning
confidence: 99%
“…Following previous process evaluations of mHealth interventions in adolescents and young adults, the process evaluation focused on reach and dose received (exposure and satisfaction) (65)(66)(67) . According to Saunders et al, 'reach' refers to degree to which the intended priority audience participates in the intervention; 'exposure' refers to the extent to which the participants use the intervention; and 'satisfaction' refers to the satisfaction of the participants with the programme (45,47) .…”
Section: Process Evaluationmentioning
confidence: 99%
“…of nontext information, were considered as very important by users, 59,67,84 whereas animation, that is, appearance of motion created by displaying a series of still images in sequence, was less important. 77 Graphics were liked when showing high resolution, 85 three-dimensional, 59,70,77 and realistic 59,74,75,86 ; having a cartoon look 86 ; colorful graphics 75 ; showing real movement 82 ; or animation in the background.…”
Section: Design Features and User Engagement Among Youthmentioning
confidence: 99%
“…75 In general, adolescents highly valued the integration of music and sounds. 64 Well-liked types of music and sounds were ''spooky sounds,'' 68 60 Not well-liked types of music and sounds were a soundtrack, 74,77 songs that did not change, 84,87 and clicking sounds. 73 Language was mentioned as a feature that should not be inappropriate, 77 and not too simplistic.…”
Section: Design Features and User Engagement Among Youthmentioning
confidence: 99%
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“…Mobile phone games can be feasible for adolescents to use for promoting physical activity [ 25 ]. Gamification means using game design techniques, game principles, and mechanics, such as badges, points, levels, and leaderboards, to improve user engagement, learning, behavior change, and reaching goals [ 26 ].…”
Section: Introductionmentioning
confidence: 99%