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

      research-article
      , MPH(c) 1 , , , MPH(c) 1 , , MS(c) 2
      (Reviewer), (Reviewer)
      JMIR Serious Games
      JMIR Publications Inc.
      health and fitness apps, mobile phone, behavioral health, theory, content analysis, physical activity

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          Abstract

          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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          Most cited references43

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          From game design elements to gamefulness

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            The Motivational Pull of Video Games: A Self-Determination Theory Approach

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              Mobile phone interventions to increase physical activity and reduce weight: a systematic review.

              This systematic review was conducted to determine user satisfaction and effectiveness of smartphone applications and text messaging interventions to promote weight reduction and physical activity.
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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications Inc. (Toronto, Canada )
                2291-9279
                Jul-Dec 2015
                13 July 2015
                : 3
                : 2
                : e4
                Affiliations
                [1] 1Computational Health Science Research Group Department of Health Science Brigham Young University Provo, UTUnited States
                [2] 2Human Performance Research Group Department of Exercise Science Brigham Young University Provo, UTUnited States
                Author notes
                Corresponding Author: Hannah E Payne hannahp413@ 123456gmail.com
                Author information
                http://orcid.org/0000-0003-4109-1634
                http://orcid.org/0000-0003-2323-4603
                http://orcid.org/0000-0002-2740-7383
                Article
                v3i2e4
                10.2196/games.4187
                4526993
                26168926
                ba23aa33-e007-4ce4-873e-1baf46b5ef53
                ©Hannah E Payne, Victor BA Moxley, Elizabeth MacDonald. Originally published in JMIR Serious Games (http://games.jmir.org), 13.07.2015.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( http://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.

                History
                : 28 December 2014
                : 15 January 2015
                : 10 May 2015
                : 24 May 2015
                Categories
                Original Paper
                Original Paper

                health and fitness apps,mobile phone,behavioral health,theory,content analysis,physical activity

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