2015
DOI: 10.1007/s12553-015-0095-1
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Microlearning mApp raises health competence: hybrid service design

Abstract: Work place health support interventions can help support our aging work force, with mApps offering cost-effectiveness opportunities. Previous research shows that health support apps should offer users enough newness and relevance each time they are used. Otherwise the ‘eHealth law of attrition’ applies: 90 % of users are lost prematurely. Our research study builds on this prior research with further investigation on whether a mobile health quiz provides added value for users within a hybrid service mix and whe… Show more

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Cited by 46 publications
(28 citation statements)
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“…Narrative game-style applications (typically games with a character and storyline) were more appealing to adolescents than adults, and emotional and social realism were important for motivation (50,62,77,85,89). Adults and overweight populations generally valued quiz-style games if they were quick to play and included incentives such as real rewards (70,74,85). Competition, team participation, and social interaction motivated engagement with applications across all population groups (48,50,77,78,80,90,99), but negative scoring of points was not well understood by low-SES populations (77).…”
Section: Evaluation Of Featuresmentioning
confidence: 99%
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“…Narrative game-style applications (typically games with a character and storyline) were more appealing to adolescents than adults, and emotional and social realism were important for motivation (50,62,77,85,89). Adults and overweight populations generally valued quiz-style games if they were quick to play and included incentives such as real rewards (70,74,85). Competition, team participation, and social interaction motivated engagement with applications across all population groups (48,50,77,78,80,90,99), but negative scoring of points was not well understood by low-SES populations (77).…”
Section: Evaluation Of Featuresmentioning
confidence: 99%
“…Field deployment (real-time use of the application by consumers in the intended setting), with or without participant observation, was the most common testing design used. This approach was taken in 3 nutritionimprovement trials (36,48,50) and 13 application-development projects (65,68,70,72,74,76,79,80,85,(88)(89)(90)92). Other common approaches were testing of application components (36,52,75,85) and focus groups (73,85,86).…”
Section: Consumer Testingmentioning
confidence: 99%
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“…In micro-learning short snippets of information are provided, and alternated with short questions. These strategies result in greater effectiveness of e‑Coaching, due to activating intrinsic motivation and supporting self-efficacy of the user [ 27 ].…”
Section: Successful E‑coaching Tool: the Next Stagementioning
confidence: 99%