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Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

BACKGROUND: Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). OBJECTIVE: The objective of our study was to quantify elements of HBT in physical activity games develope...

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Detalles Bibliográficos
Autores principales: Payne, Hannah E, Moxley, Victor BA, MacDonald, Elizabeth
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4526993/
https://www.ncbi.nlm.nih.gov/pubmed/26168926
http://dx.doi.org/10.2196/games.4187
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author Payne, Hannah E
Moxley, Victor BA
MacDonald, Elizabeth
author_facet Payne, Hannah E
Moxley, Victor BA
MacDonald, Elizabeth
author_sort Payne, Hannah E
collection PubMed
description BACKGROUND: Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). OBJECTIVE: The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. METHODS: We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. RESULTS: The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. CONCLUSIONS: There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change.
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spelling pubmed-45269932015-08-11 Health Behavior Theory in Physical Activity Game Apps: A Content Analysis Payne, Hannah E Moxley, Victor BA MacDonald, Elizabeth JMIR Serious Games Original Paper BACKGROUND: Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). OBJECTIVE: The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. METHODS: We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. RESULTS: The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. CONCLUSIONS: There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change. JMIR Publications Inc. 2015-07-13 /pmc/articles/PMC4526993/ /pubmed/26168926 http://dx.doi.org/10.2196/games.4187 Text en ©Hannah E Payne, Victor BA Moxley, Elizabeth MacDonald. Originally published in JMIR Serious Games (http://games.jmir.org), 13.07.2015. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Payne, Hannah E
Moxley, Victor BA
MacDonald, Elizabeth
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title_full Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title_fullStr Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title_full_unstemmed Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title_short Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
title_sort health behavior theory in physical activity game apps: a content analysis
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4526993/
https://www.ncbi.nlm.nih.gov/pubmed/26168926
http://dx.doi.org/10.2196/games.4187
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