2013
DOI: 10.7309/jmtm.2.2.3
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Virtual avatars, gaming, and social media: Designing a mobile health app to help children choose healthier food options

Abstract: Background Rapid growth in Smartphone use among children affords potential opportunities to target health behaviors such as dietary habits; however, few mobile health applications are specifically designed with these individuals in mind. This brief report describes our step-by-step approach towards developing a mobile health application for targeting nutrition behaviors among children. Methods Descriptions of the 10 most popular paid and 10 most popular free Smartphone applications available on the Apple iTu… Show more

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Cited by 30 publications
(28 citation statements)
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“…Compared to the fast-growing body of scholarship concerned with educational mobile apps for children (Hirsh-Pasek et al, 2015;Hswen, Murti, Vormawor, Bhattacharjee, & Naslund, 2013;Judge, Floyd, & Jeffs, 2015), more evidence-based research into the impact of HE mobile learning apps is urgently needed. Where a mobile learning app's effectiveness is concerned, some factors remain constant regardless of a student's age: such as, learning is most effective when learners are engaged, cognitively active and guided by a goal, and when learning activities are scaffolded and interactive (HirshPasek et al, 2015).…”
Section: Mobile App Technologies In Higher Education: An Overviewmentioning
confidence: 99%
“…Compared to the fast-growing body of scholarship concerned with educational mobile apps for children (Hirsh-Pasek et al, 2015;Hswen, Murti, Vormawor, Bhattacharjee, & Naslund, 2013;Judge, Floyd, & Jeffs, 2015), more evidence-based research into the impact of HE mobile learning apps is urgently needed. Where a mobile learning app's effectiveness is concerned, some factors remain constant regardless of a student's age: such as, learning is most effective when learners are engaged, cognitively active and guided by a goal, and when learning activities are scaffolded and interactive (HirshPasek et al, 2015).…”
Section: Mobile App Technologies In Higher Education: An Overviewmentioning
confidence: 99%
“…one adolescent responded by mentioning adding puzzle games because she plays those on other apps, and many adolescents suggested the addition of asthma games and/or turning existing features into gaming components since "kids love games" (Female,13 (Male,14). Similarly, one adolescent stated that he would add Cam Newton, or his favorite sports character and incorporate him into the app, possibly as an avatar or include an image of him on a page of the app.…”
Section: "I Know Like That App the Quizup Is Like Really Fun Even Tmentioning
confidence: 99%
“…In the United States, one in ten adolescents have asthma, [1] and poorly controlled asthma among children and adolescents (aged [6][7][8][9][10][11][12][13][14][15][16][17] can lead to greater health resource utilization and healthcare expenditures estimated at $5.35 billion per year. [2] Adolescents with asthma who have symptoms report significantly worse self-rated health and both significantly impaired physical and mental health than those without asthma.…”
Section: Introductionmentioning
confidence: 99%
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“…A key emerging area is health-tracking devices and apps for students that are designed to encourage healthy lifestyles, aid dietary planning and encourage physical activity. Popular features of health-related apps for children include the concept of caring for virtual creatures by fulfilling their dietary and fitness needs, often combined with various gaming and competition elements and online social media environments (Hswen et al, 2013). For example, Zamzee consists of a wearable physical activity meter twinned with a social media experience and personalizable avatar, as well as online leaderboards and facilities for accessing individual activity graphs, sending status updates and earning virtual currencies.…”
Section: Socio-algorithmic Interactionmentioning
confidence: 99%