| Literature DB >> 27707829 |
E A Edwards1, J Lumsden2, C Rivas3, L Steed1, L A Edwards4, A Thiyagarajan1, R Sohanpal1, H Caton5, C J Griffiths1, M R Munafò2, S Taylor1, R T Walton1.
Abstract
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.Entities:
Keywords: PUBLIC HEALTH
Mesh:
Year: 2016 PMID: 27707829 PMCID: PMC5073629 DOI: 10.1136/bmjopen-2016-012447
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Inclusion and exclusion criteria
| Inclusion criteria | Exclusion criteria |
|---|---|
| English language smartphone apps | Apps designed for tablet computers |
| Apps available through Google play and iTunes or NHS app store | Non-English language apps |
| Apps included in the medical, health and wellness or health and fitness section of Google play and iTunes and all NHS apps | Apps in other sections of the stores |
| Apps including gamification techniques: rewards, prizes, avatars, badges, leaderboards, competitions, health-related challenges | Smartphone apps that do not contain gamification techniques |
| Smartphone apps targeted at users of any age | Smartphone apps designed for healthcare professionals |
| Free and paid smartphone apps | Apps not targeting to change a physical health behaviour |
| Apps targeting to change a physical health behaviour | Apps that did not have customer ratings available |
Inclusion and exclusion criteria that were established for the initial search of the official Apple, Android app stores and NHS Health Apps Library aiming to identify all ‘top-rated’ smartphone apps incorporating gaming elements, which were marketed to the general public.
NHS, National Health Service.
Figure 1Flow chart of the app selection process, including total number of apps screened, number of apps that met inclusion criteria, number of apps that were included in the review and total number of apps that were excluded. NHS, National Health Service.
Behaviour change technique categories included in apps
| BCT taxonomy category groupings | Number of apps to use category | % |
|---|---|---|
| Feedback and monitoring | 60 | 94 |
| Comparison of behaviour | 52 | 81 |
| Reward and threat | 52 | 81 |
| Self-belief | 51 | 80 |
| Repetition and substitution | 50 | 78 |
| Social support | 48 | 75 |
| Goals and planning | 46 | 72 |
| Shaping knowledge | 25 | 39 |
| Associations | 20 | 31 |
| Antecedents | 18 | 28 |
| Identity | 12 | 19 |
| Natural consequences | 9 | 14 |
| Comparison of outcomes | 5 | 8 |
| Regulation | 1 | 2 |
| Scheduled consequences | 3 | 5 |
| Covert learning | 2 | 3 |
Number and percentage of apps to use the 16 behaviour change techniques as derived from a standard taxonomy of behaviour change techniques used in health behaviour change research.19
BCT, behaviour change technique.
Figure 2Number of apps to use the individual 93 behaviour change techniques as derived from a standard taxonomy of behaviour change techniques used in health behaviour change research.7
Common combinations of behaviour change techniques
| Technique combination | Number of apps to use combination, N (%) |
|---|---|
| Goal setting, self-monitoring, non-specific reward, non-specific incentive | 35 (55) |
| Goal setting, self-monitoring, focus on past success | 33 (51) |
| Goal setting, self-monitoring, non-specific reward, non-specific incentive, focus on past success | 31 (48) |
| Goal setting, self-monitoring, feedback of behaviour, social support unspecified, focus of past success | 27 (42) |
| Goal setting, feedback of behaviour, self-monitoring | 28 (44) |
| Goal setting, feedback of behaviour, self-monitoring, social support unspecified, non-specific reward, non-specific incentive, focus past success | 26 (41) |
| Goal setting, feedback of behaviour, self-monitoring, feedback of outcome of behaviour, social support unspecified, non-specific reward, non-specific incentive, focus on past success | 22 (34) |
Number and percentage of apps to use commonly identified combinations of behaviour change techniques.