2016
DOI: 10.1186/s12889-016-3286-4
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Using a gamified monitoring app to change adolescents’ snack intake: the development of the REWARD app and evaluation design

Abstract: BackgroundAs the snacking pattern of European adolescents is of great concern, effective interventions are necessary. Till now health promotion efforts in children and adolescents have had only limited success in changing adolescents’ eating patterns and anthropometrics. Therefore, the present study proposes an innovative approach to influence dietary behaviors in youth based on new insights on effective behavior change strategies and attractive intervention channels to engage adolescents. This article describ… Show more

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Cited by 27 publications
(28 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) . Within the current intervention, reach was evaluated as the number of adolescents who downloaded the app and exposure by the frequency of use of the app.…”
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) . Within the current intervention, reach was evaluated as the number of adolescents who downloaded the app and exposure by the frequency of use of the app.…”
Section: Process Evaluationmentioning
confidence: 99%
“…Although this study innovates in terms of design and aims, it also has some limitations, especially because social or environmental factors may interfere with the acceptance of the game [29]. Therefore, in the process of developing Rango Cards, a comprehensive experience was designed considering target audience characteristics, autonomy, motivation, and pleasure of learning, which may increase the effectiveness of the intervention in establishing sustainable behavior changes [62,69,70].…”
Section: Discussionmentioning
confidence: 99%
“…In the first phase, a dynamic tutorial explains the function of energy in the matches. This system is fed back by the player's choices; thus, the use of healthy food/meal cards is a positive reinforcement and provides rewards (energy) to influence automatic behavior [62]. The cards for foods/meals, dietary practices, and characters are named and subdivided as follows:…”
Section: Game Componentsmentioning
confidence: 99%
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