| Literature DB >> 31094322 |
Monica Nour1, Juliana Chen1, Margaret Allman-Farinelli1.
Abstract
BACKGROUND: Social media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement.Entities:
Keywords: experimental game; mHealth; social media; vegetables; young adults
Year: 2019 PMID: 31094322 PMCID: PMC6533870 DOI: 10.2196/13324
Source DB: PubMed Journal: JMIR Form Res ISSN: 2561-326X
Figure 1Screenshots of the standard self-monitoring app (left to right: welcome screen with instructions, goal setting screen, logging screen, information on serving sizes to assist with logging, progress screen, and recipe database).
Figure 2Screenshots of the gamified self-monitoring app (left to right: home screen, knowledge quiz, example challenge, badges to reward progress in knowledge, and other behaviors related to vegetable intake).
A summary of the behavior change techniques selected, their context within the Capability, Opportunity, Motivation and Behavior framework, and their application within the platform.
| Capability, Opportunity, Motivation and Behavior Framework | Description of behavioral determinant | Behavior change techniquea | Application within the program | ||||
| Standard app | Gamified app | Social support (Facebook) group | |||||
| Knowledge; | Knowledge of recommended vegetable intake and serve sizes; Understanding health benefits | Information about health consequences | Infographic on recommended daily intake and what constitutes a vegetable serve | Infographic (see | Infographic (see | ||
| Self-monitoring and Feedback on behavior; | Recording vegetable consumption and review discrepancy between current intake and goal to encourage continued improvement | Self-monitoring of behavior; Feedback on behavior | App enables user to enter serves of vegetables consumed at each meal and review progress against personalized goal | App enables user to enter serves of vegetables consumed at each meal and review progress against personalized goal | —b | ||
| Skill building; | Cooking skills: practicing the process of cooking with vegetables | Demonstration of the behavior; Instruction on how to perform a behavior | Recipe database searchable by ingredient or meal type | Recipe database searchable by ingredient or meal type | Short cooking videos to model cooking with vegetables, with challenges to encourage young adults to practice cooking skills and upload pictures of their dish | ||
| Reducing barriers; | Addressing flavor, time, and cost as a barrier to vegetable intake by developing meal planning and budgeting skills | Prompts/cues | — | — | Facebook posts providing cues on how to enhance flavor of vegetables and plan meals on a budget | ||
| Habit formation; | Prompt rehearsal and repetition of vegetable consumption | Habit formation | The app requires participants to monitor vegetable intake against their goal daily | The app requires participants to monitor vegetable intake against their goal daily | — | ||
aBased on Susan Michie’s Behavior Change Taxonomy behavior change techniques [40].
bNot applicable.
A summary of the behavior change techniques selected, their context within the Capability, Opportunity, Motivation and Behavior framework, and their application within the platform (continued).
| Capability, Opportunity, Motivation and Behavior Framework | Description of behavioral determinant | Behavior change techniquea | Application within the program | |||
| Standard app | Gamified app | Social support (Facebook) group | ||||
| Rewards/Incentives; | Increasing the value of consuming vegetables through rewards | Incentive | —b | Rewards (badges) provided for recording intake, consuming a variety of vegetables, achieving challenges and playing knowledge quiz | Competitions such as uploading a picture of a dish containing vegetables rewarded with a voucher | |
| Self-efficacy; | Providing the opportunity to gain confidence in eating more vegetables by breaking the behavior up into small achievable tasks | Goal setting (behavior); Demonstration of the behavior | Weekly goals for increasing vegetable intake slowly | Weekly goals for increasing vegetable intake slowly. Weekly challenges providing easy ways to increase vegetables in the diet, for example, add some vegetables to breakfast | Cooking videos, meal planning resources and recipes, tips on simple ways to eat more vegetables, for example, “What’s for dinner tonight? Add in veggies, make a side salad or stir fried veg” | |
| Social support; | Validating and reinforcing improvements in vegetable intake to encourage repetition of the desired behavior | Information about others’ approval | — | — | Participants can post pictures of vegetable dishes to receive positive reinforcement from the researchers | |
aBased on Susan Michie’s Behavior Change Taxonomy behavior change techniques [40].
bNot applicable.
Baseline characteristics of participants by group condition.
| Baseline characteristics | Standard appa | Gamified appb | Standard app with social support (Facebook) | Gamified app with social support (Facebook) | |||
| Age (years), mean (SD) | 25.7 (3.2)c | 24.6 (3.8)d | 23.3 (3.0)c,d | 25.5 (3.1)c | .04 | ||
| Male | 12 (44) | 9 (41) | 9 (38) | 9 (38) | .95 | ||
| Female | 15 (56) | 13 (59) | 15 (62) | 15 (62) | —e | ||
| High school | 7 (26) | 5 (23) | 7 (29) | 4 (17) | .79 | ||
| Diploma or certificate | 7 (26) | 5 (23) | 6 (25) | 4 (17) | — | ||
| University degree or higher | 13 (48) | 12 (54) | 11 (46) | 16 (66) | — | ||
| Quartile 1 (Lowest) | 2 (7) | 5 (23) | 2 (8) | 2 (8) | .3 | ||
| Quartile 2 | 3 (11) | 2 (9) | 5 (21) | 6 (25) | — | ||
| Quartile 3 | 10 (37) | 3 (13) | 3 (12) | 4 (17) | — | ||
| Quartile 4 | 5 (19) | 5 (2) | 4 (17) | 2 (8) | — | ||
| Quartile 5 (Highest) | 7 (26) | 7 (32) | 10 (42) | 10 (42) | — | ||
| Vegetable intake (serves/day), mean (SD) | 1.6 (1.4) | 2.0 (1.5) | 2.4 (1.3) | 1.8 (1.6) | .27 | ||
aStandard app for goal setting and self-monitoring with feedback.
bGamified app for goal setting and self-monitoring with feedback with the addition of gamification. P values are for differences between groups using Tukeys post hoc analysis; shared subscripts represent statistically significant differences.
cP<.001.
dP=.003.
eNot applicable.
The number of participants who dropped out of the program by group and by intervention week. Percentages are presented as proportions of those randomized.
| Attrition by stage of intervention | Total, n (%) | Standard app, n (%) | Gamified app, n (%) | Standard app with social support (Facebook), n (%) | Gamified app with social support (Facebook), n (%) | |
| Randomized | 97(100) | 27 (28) | 22 (22) | 24 (25) | 24 (25) | —b |
| Drop out week 1 (did not download app) | 35 (36) | 10 (37) | 7 (32) | 6 (25) | 11 (46) | — |
| Drop out week 1 (after downloading app) | 7 (7) | 1 (4) | 5 (23) | 0 (0) | 0 (0) | <.001 |
| Drop out week 2 | 6 (6) | 2 (7) | 0 (0) | 3 (13) | 1 (4) | <.001 |
| Drop out week 3 | 2 (2) | 0 (0) | 1 (4) | 1 (4) | 1 (4) | .005 |
| Drop out week 4 | 0 (0) | 0 (0) | 0 (0) | 1 (4) | 0 (0) | .07 |
| Completed 4 weeks | 47 (49) | 14 (52) | 9 (41) | 13 (54) | 11 (46) | .81 |
aP value for differences in proportions between groups using chi-square tests.
bNot applicable.
Changes in vegetable intake from baseline to follow-up by group (N=97, using imputed dataset).
| Group | Standard appa | Gamified appb | Standard app with social support (Facebook) | Gamified app with social support (Facebook) |
| Baseline, mean (SD) | 1.6 (1.4) | 2.0 (1.5) | 2.4 (1.3) | 1.8 (1.6) |
| Follow-up, mean (SD) | 1.7 (1.2) | 1.6 (1.2) | 2.2 (1.6) | 1.5 (1.2) |
| Change | 0.1 | −0.4 | −0.1 | −0.3 |
| .001 | —c | — | — | |
| .43 | — | — | — |
aStandard app for goal setting and self-monitoring with feedback.
bGamified app for goal setting and self-monitoring with feedback with the addition of gamification.
cNot applicable.
Figure 3The mean frequency at which vegetable intake was recorded each week for the total sample (N=97), regardless of app type.
Data on engagement with the app and Facebook material by group according to frequency of logging intake, days engaged with the app, uptake of Facebook material, and number of likes.
| Group | Standard app | Gamified app | Standard app with social support (Facebook) | Gamified app with social support (Facebook) | |
| Frequency of logging intake in app, mean (SD) | 11 (7) | 8 (5) | 11 (7) | 14 (8) | .30 |
| Number of days engaged with app (log-ins), mean (SD) | 23 (9) | 20 (8) | 22 (9) | 23 (6) | .80 |
| Uptake of Facebook material (posts seen), % | —b | — | 58.4 | 61.2 | .80 |
| Engagement with Facebook material, number of likes | — | — | 32 | 46 | .30 |
aP value for differences between groups using analysis of variance.
bNot applicable.
Figure 4Correlation between total days of use of apps (with or without social support (Facebook)) and vegetable intake postintervention measured by validated short questionnaire. Gamified app: r=0.64; n=24; P=.001; Standard app: r=1; n=23; P<.00001.
Figure 5Correlation between frequency of logging (days) in the apps (with or without social support (Facebook)) and vegetable intake postintervention measured by a validated short questionnaire. Gamified app: r=0.35; n=24; P=.09; Standard app: r=0.49; n=23; P=.02.
Figure 6Examples of most (top row) and least popular (bottom row) posts.
Figure 7Posts made by members of the Facebook group.
A summary of the behavior change techniques selected, their context within the Capability, Opportunity, Motivation and Behavior framework, and their application within the platform (continued).
| Capability, Opportunity, Motivation and Behavior Framework | Description of behavioral determinant | Behavior change techniquea | Application within the program | ||||
| Standard app | Gamified app | Social support (Facebook) group | |||||
| Cues to action; | Providing reminders to consume vegetables to increase the likelihood of practicing the behavior; Creating healthy triggers within the environment to support increased vegetable consumption | Prompts/cues | —b | — | Providing tips on the Facebook page on how to maximize exposure to vegetables as a means of increasing consumption such as “Take your forgotten veg out of that bottom fridge draw and place on the top shelf so you’re reminded to cook with them” | ||
| Cues to action; | Providing weekly challenges to increase vegetable intake | Graded tasks | — | Challenge based on personal opportunities, for example, add veg to breakfast | — | ||
| Social support; | Instigating positive peer rivalry to encourage vegetable intake | Social support (practical) | — | — | Competitions such as | ||
| Cognitive strategies; | Restructuring beliefs and perceived barriers by | Framing/reframing | — | — | |||
| Goal setting and self-monitoring; | Setting SMARTc goals for increasing vegetable intake | Goal setting (behavior); Review behavior goal(s) | App prompts user to set goal for vegetables serves/day, personalized based on current intake so it is achievable. Can assess progress against goal and recommended intake in review page | App prompts user to set goal for vegetables serves/day, personalized based on current intake so it is achievable. Can assess progress against goal and recommended intake in review page | — | ||
aBased on Susan Michie’s Behavior Change Taxonomy behavior change techniques [40].
cSMART: Specific, Measurable, Achievable, Relevant, Time-bound.
bNot applicable.