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Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study

BACKGROUND: Social media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement. OBJECTIVE: This feasibility study aimed to explore user engagement with a 4-week smartphone program for improving vegetable intake....

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Detalles Bibliográficos
Autores principales: Nour, Monica, Chen, Juliana, Allman-Farinelli, Margaret
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6533870/
https://www.ncbi.nlm.nih.gov/pubmed/31094322
http://dx.doi.org/10.2196/13324
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author Nour, Monica
Chen, Juliana
Allman-Farinelli, Margaret
author_facet Nour, Monica
Chen, Juliana
Allman-Farinelli, Margaret
author_sort Nour, Monica
collection PubMed
description BACKGROUND: Social media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement. OBJECTIVE: This feasibility study aimed to explore user engagement with a 4-week smartphone program for improving vegetable intake. METHODS: A goal setting and self-monitoring app was developed for feasibility testing. We assessed if additional components of gaming and/or social media support increased engagement. A 2 × 2 factorial study design was used with participants randomly allocated to each group. Engagement with the app (usage) was captured via inbuilt software, which recorded total days of app usage (duration) and the frequency of logging vegetable intake. Uptake of the social media (Facebook) content was measured by tracking views, likes, and comments on posts. RESULTS: Out of the 110 potential participants who completed the prescreening questionnaire online, 97 were eligible (mean age 24.8 [SD 3.4]). In total, 49% (47/97) of participants were retained at 4 weeks. Attrition within the first week was the highest among users of the gamified app without social support (Facebook; P<.001). Over the intervention period, 64% (62/97) of participants logged into their app, with vegetable intake recorded on average for 11 out of 28 days. The frequency of recording decreased each week (mean 4 [SD 2] days in week 1 versus mean 2 [SD 2] days in week 4). No effects of gaming or social support on the frequency of recording vegetables or the duration of app engagement were found. However, regardless of the app type, the duration of app engagement was significantly associated with vegetable intake post intervention (P<.001). In total, 60% of Facebook posts were viewed by participants but engagement was limited to likes, with no comments or peer-to-peer interaction observed. CONCLUSIONS: As duration of usage was associated with vegetable intake, a deeper understanding of factors influencing engagement is needed. Dimensions such as personal attributes and the setting and context require further exploration in addition to content and delivery.
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spelling pubmed-65338702019-06-07 Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study Nour, Monica Chen, Juliana Allman-Farinelli, Margaret JMIR Form Res Original Paper BACKGROUND: Social media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement. OBJECTIVE: This feasibility study aimed to explore user engagement with a 4-week smartphone program for improving vegetable intake. METHODS: A goal setting and self-monitoring app was developed for feasibility testing. We assessed if additional components of gaming and/or social media support increased engagement. A 2 × 2 factorial study design was used with participants randomly allocated to each group. Engagement with the app (usage) was captured via inbuilt software, which recorded total days of app usage (duration) and the frequency of logging vegetable intake. Uptake of the social media (Facebook) content was measured by tracking views, likes, and comments on posts. RESULTS: Out of the 110 potential participants who completed the prescreening questionnaire online, 97 were eligible (mean age 24.8 [SD 3.4]). In total, 49% (47/97) of participants were retained at 4 weeks. Attrition within the first week was the highest among users of the gamified app without social support (Facebook; P<.001). Over the intervention period, 64% (62/97) of participants logged into their app, with vegetable intake recorded on average for 11 out of 28 days. The frequency of recording decreased each week (mean 4 [SD 2] days in week 1 versus mean 2 [SD 2] days in week 4). No effects of gaming or social support on the frequency of recording vegetables or the duration of app engagement were found. However, regardless of the app type, the duration of app engagement was significantly associated with vegetable intake post intervention (P<.001). In total, 60% of Facebook posts were viewed by participants but engagement was limited to likes, with no comments or peer-to-peer interaction observed. CONCLUSIONS: As duration of usage was associated with vegetable intake, a deeper understanding of factors influencing engagement is needed. Dimensions such as personal attributes and the setting and context require further exploration in addition to content and delivery. JMIR Publications 2019-05-10 /pmc/articles/PMC6533870/ /pubmed/31094322 http://dx.doi.org/10.2196/13324 Text en ©Monica Nour, Juliana Chen, Margaret Allman-Farinelli. Originally published in JMIR Formative Research (http://formative.jmir.org), 10.05.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on http://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Nour, Monica
Chen, Juliana
Allman-Farinelli, Margaret
Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title_full Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title_fullStr Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title_full_unstemmed Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title_short Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study
title_sort young adults’ engagement with a self-monitoring app for vegetable intake and the impact of social media and gamification: feasibility study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6533870/
https://www.ncbi.nlm.nih.gov/pubmed/31094322
http://dx.doi.org/10.2196/13324
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