| Literature DB >> 28768606 |
Peter Tinschert1, Robert Jakob2, Filipe Barata3, Jan-Niklas Kramer1, Tobias Kowatsch1.
Abstract
BACKGROUND: Effective disease self-management lowers asthma's burden of disease for both individual patients and health care systems. In principle, mobile health (mHealth) apps could enable effective asthma self-management interventions that improve a patient's quality of life while simultaneously reducing the overall treatment costs for health care systems. However, prior reviews in this field have found that mHealth apps for asthma lack clinical evaluation and are often not based on medical guidelines. Yet, beyond the missing evidence for clinical efficacy, little is known about the potential apps might have for improving asthma self-management.Entities:
Keywords: asthma; behavior and behavior mechanisms; disease management; eHealth; mHealth; mobile applications; mobile health; review; self care; smartphone
Year: 2017 PMID: 28768606 PMCID: PMC5559650 DOI: 10.2196/mhealth.7177
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1Systematic search and exclusion criteria.
Overview general app characteristics.
| App characteristics | n (%) | Mean (SDa) | Median (IQRb) | Range |
| Paid apps and price (USD) | 2 (5) | 3.49 (2.12) | 3.49 (1.50) | 1.99-4.99 |
| Average user rating (iOS) | 15 (39) | 3.53 (0.90) | 3.50 (1.00) | 1.50-5.00 |
| Average user rating (Android) | 22 (58) | 3.94 (0.51) | 3.90 (0.50) | 3.00-5.00 |
| Number of ratings (iOS) | 29 (76) | 22.52 (58.26) | 5 (16) | 0-304 |
| Number of ratings (Android) | 23 (61) | 47.35 (87.72) | 17 (48.50) | 0-419 |
| Number of downloads (Android)c | 23 (61) | 5275.43 (8189.73) | 3000 (4725) | 30-30,000 |
| Days since last update | 38 (100) | 498.63 (601.65) | 177 (922) | 2-2231 |
aSD: standard deviation.
bIQR: interquartile range.
cThe Google Play store reports download numbers in ranges (eg, “10-50”). These values were standardized by calculating the mean of the minimum and maximum (eg, 10-50 downloads equals 30 downloads).
Figure 2Percentage of asthma apps fully applying the corresponding behavior change technique (B1-B26; N=38).
Figure 3Percentage of asthma apps fully applying the corresponding gamification component (G1-G31; N=38).
Figure 4Percentage of apps which applied at least one component fully from the corresponding gamification component category.
Descriptive results of Mobile Application Rating Scale (MARS) scores (N=38).
| MARS scales | ICCa,b,c | Mean (SDd) | Range |
| Engagement | .92 | 2.77 (0.78) | 1.00-4.73 |
| Functionality | .72 | 3.55 (0.57) | 1.75-4.42 |
| Aesthetics | .72 | 3.12 (0.68) | 2.00-4.78 |
| Information quality | .88 | 3.24 (0.66) | 1.40-4.33 |
| Subjective quality | .85 | 2.65 (0.87) | 1.00-4.50 |
| App quality | .88 | 3.17 (0.58) | 1.54-4.55 |
aICC: intraclass correlation coefficient.
bIntraclass correlations were calculated as a measure for interrater reliability in a two-way random model evaluating consistency among the three sets of ratings.
cInterrater reliability was assessed based on the ratings of 37 apps. One app (“Asthma”) was removed from the app store before it was rated by all raters.
dSD: standard deviation.
Summary of all rated app potential requirements. Behavior change techniques or gamification components rated as “fully applied” and “partially applied” were included in the analysis.
| App potential requirements | Mean (SDa) | Range | Scale | |
| Tracking functions | 4.21 (3.39) | 0-11.00 | 0-16.00 | |
| Information functions | 3.21 (2.63) | 0-8.00 | 0-12.00 | |
| Assessment functions | 0.87 (0.98) | 0-3.00 | 0-5.00 | |
| Notification functions | 1.26 (1.65) | 0-5.00 | 0-5.00 | |
| Functions (overall) | 9.55 (5.73) | 1.00-24.00 | 0-42.00 | |
| R2: behavior change techniques | 7.12 (4.46) | 1.00-19.00 | 0-26.00 | |
| System design | 2.20 (1.35) | 0.50-4.00 | 0-7.00 | |
| Challenges | 0.22 (0.60) | 0-3.00 | 0-3.00 | |
| Rewards | 0.26 (1.07) | 0-6.00 | 0-6.00 | |
| Social influences | 1.37 (1.24) | 0-5.00 | 0-11.00 | |
| User specifics | 0.84 (0.74) | 0-4.00 | 0-4.00 | |
| Gamification components (overall) | 4.89 (4.21) | 0.50-24.50 | 0-31.00 | |
| Engagement | 2.77 (0.78) | 1.00-4.73 | 1.00-5.00 | |
| Functionality | 3.55 (0.57) | 1.75-4.42 | 1.00-5.00 | |
| Aesthetics | 3.12 (0.68) | 2.00-4.78 | 1.00-5.00 | |
| Information quality | 3.24 (0.66) | 1.40-4.33 | 1.00-5.00 | |
| Subjective quality | 2.65 (0.87) | 1.00-4.50 | 1.00-5.00 | |
| App quality | 3.17 (0.58) | 1.54-4.55 | 1.00-5.00 | |
aSD: standard deviation.
bMARS: Mobile Application Rating Scale.
Pearson correlations between aggregated review frameworks (N=38). All ratings of behavior change techniques and gamification components were included in the analysis (including techniques and components rated as “partially applied or implemented”).
| Aggregated review frameworks | Number of functions (R1) | Number of behavior change techniques (R2) | Number of gamification components (R3) |
| Number of behavior change techniques (R2) | |||
| Number of gamification components (R3) | |||
| MARSa app quality (R4) |
aMARS: Mobile Application Rating Scale.