Literature DB >> 29032184

Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake.

Monica Marina Nour1, Anika Saiyara Rouf2, Margaret Allman-Farinelli2.   

Abstract

Young adults are the poorest consumers of vegetables. Social media and smartphones are frequently used by this demographic and could serve as an engaging medium for nutrition promotion. Five focus groups were conducted to capture participants' perceptions of a theory-based gamified self-monitoring app for improving vegetable intake of young adults. Ranking activities were used to gather feedback on preferences for social media posts. Data arising from group discussion were analysed using NVivo software using a deductive approach to group common ideas into themes. Thirty two participants (14 males) attended (mean age 23.1 (SD 2.7) years). Qualitative analyses of open discussion revealed two major themes regarding preferred features for a smartphone app; (1) the use of visual guides for estimating quantities of vegetables and tracking progress, and (2) a simple interface. Gamification strategies such as earning badges were viewed more positively than the use of a self-reward framework. Social media posts which presented food pictures and recipes were ranked most motivating, while awareness-raising posts received lower scores. Participants indicated a preference for viewing but reluctance to post information onto social media. "Just in time" situational cues were ranked highly and the use of an "authoritative" tone was preferred and associated with credibility. Young adults also ranked messages containing "Gen Y" language highly, with a preference for those which were personally relevant. The proposed use of social media and mobile-gaming was seen as an acceptable approach for improving vegetable intake. Materials should be visually appealing, simply designed, credible, and personally relevant to appeal to this population. This feedback may inform future mobile-phone based interventions targeting improved nutrition in young adults.
Copyright © 2017 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Gamification; Smartphone; Social media; Vegetables; Young adults

Mesh:

Year:  2017        PMID: 29032184     DOI: 10.1016/j.appet.2017.10.016

Source DB:  PubMed          Journal:  Appetite        ISSN: 0195-6663            Impact factor:   3.868


  4 in total

1.  SAlBi educa (Tailored Nutrition App for Improving Dietary Habits): Initial Evaluation of Usability.

Authors:  Marina Gonzalez-Ramirez; Angela Cejudo-Lopez; Mauricio Lozano-Navarrete; Elena Salamero Sánchez-Gabriel; M Alfonso Torres-Bengoa; Manuel Segura-Balbuena; Maria J Sanchez-Cordero; Mercedes Barroso-Vazquez; Francisco J Perez-Barba; Ana M Troncoso; M Carmen Garcia-Parrilla; Ana B Cerezo
Journal:  Front Nutr       Date:  2022-04-19

2.  Messaging for Interventions Aiming to Improve Calcium Intake in Young Adults-A Mixed Methods Study.

Authors:  Anika Rouf; Margaret Allman-Farinelli
Journal:  Nutrients       Date:  2018-11-05       Impact factor: 5.717

3.  Young People's Attitudes and Motivations Toward Social Media and Mobile Apps for Weight Control: Mixed Methods Study.

Authors:  Charoula Konstantia Nikolaou; Zoey Tay; Jodie Leu; Salome Antonette Rebello; Lisa Te Morenga; Rob M Van Dam; Michael Ernest John Lean
Journal:  JMIR Mhealth Uhealth       Date:  2019-10-10       Impact factor: 4.773

4.  Exploring an Artificial Intelligence-Based, Gamified Phone App Prototype to Track and Improve Food Choices of Adolescent Girls in Vietnam: Acceptability, Usability, and Likeability Study.

Authors:  Bianca C Braga; Phuong H Nguyen; Noora-Lisa Aberman; Frank Doyle; Gloria Folson; Nga Hoang; Phuong Huynh; Bastien Koch; Peter McCloskey; Lan Tran; David Hughes; Aulo Gelli
Journal:  JMIR Form Res       Date:  2022-07-21
  4 in total

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