2019
DOI: 10.2196/11636
|View full text |Cite
|
Sign up to set email alerts
|

Exploring Users’ Experiences of the Uptake and Adoption of Physical Activity Apps: Longitudinal Qualitative Study

Abstract: Background Although smartphone apps might support physical activity (PA), engagement with them tends to be low. Objective This study aimed to examine potential users’ needs and preferences regarding their engagement with PA apps during a first exposure to a never-used PA app and after 2 weeks’ usage. Methods A longitudinal, one-arm qualitative study was conducted with potential PA app users. At baseline, participants (N=20) were asked to expl… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

8
49
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
9
1

Relationship

1
9

Authors

Journals

citations
Cited by 44 publications
(61 citation statements)
references
References 38 publications
8
49
0
Order By: Relevance
“…21 App features that are tailored to address a user's behavior motives, promote self-regulation as well as be relatable were found to contribute to a longer duration of engagement with mobile apps. 22 The ability of SCDGs to tailor behavior goals to a person's ability, tailor content, or incentives to diverse cultural or literacy preferences and earn game incentives through obstacles and feedback in the SCDG based on the participant's real-time progress in those behaviors could be attributes that sustain longer term usage of SCDG. Digital games such as Su-perBetter have been shown to reduce depressive symptoms, motivate users in difficult life situations, and help them retain good habits.…”
Section: Discussionmentioning
confidence: 99%
“…21 App features that are tailored to address a user's behavior motives, promote self-regulation as well as be relatable were found to contribute to a longer duration of engagement with mobile apps. 22 The ability of SCDGs to tailor behavior goals to a person's ability, tailor content, or incentives to diverse cultural or literacy preferences and earn game incentives through obstacles and feedback in the SCDG based on the participant's real-time progress in those behaviors could be attributes that sustain longer term usage of SCDG. Digital games such as Su-perBetter have been shown to reduce depressive symptoms, motivate users in difficult life situations, and help them retain good habits.…”
Section: Discussionmentioning
confidence: 99%
“…An underlying challenge of these technology-supported interventions is the high attrition rates, with users stopping the use of these systems after a few days or weeks [ 14 - 16 ]. Among the factors associated with user abandonment are that apps are largely targeted at generally healthy individuals and do not address the specific needs of the end users [ 17 ].…”
Section: Introductionmentioning
confidence: 99%
“…For example, apps for physical activity or mindfulness meditation, which have typically been designed to be kept open while performing the target behavior, may generate larger amounts of engagement. Hence, it may be easier for users to reflect on their daily engagement with such apps [51,52].…”
Section: Discussionmentioning
confidence: 99%