| Literature DB >> 35171100 |
Jacqueline Marie Brown1, Beatriz Franco-Arellano1, Hannah Froome1, Amina Siddiqi1, Amina Mahmood1, JoAnne Arcand1.
Abstract
BACKGROUND: Children increasingly use mobile apps. Strategies to increase child engagement with apps include the use of gamification and images that incite fun and interaction, such as food. However, the foods and beverages that children are exposed to while using apps are unknown and may vary by app type.Entities:
Keywords: Canada; app quality; behavior change techniques; child nutrition; children; mHealth; mobile apps; mobile phone
Mesh:
Year: 2022 PMID: 35171100 PMCID: PMC8892278 DOI: 10.2196/31537
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.947
App types, definitions, and examples.
| App type | Definition | Examples | |
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| An app that implemented gamification techniques, such as rewards and competition, to engage the user in play involving food icons | Dr Panda Restaurant 2 by Dr Panda Ltd; Strawberry Shortcake Bake Shop by Budge Studios | |
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| Didactic nutrition guide | An app that provided information on food and nutrition to the user in written and picture format | Nutrition Lookup by SparkPeople; SuperFoodsRx—Essential Guide by SuperFoods Partners, LLC |
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| Habit tracker | An app that enabled users to log their food or drink intake | Fooducate—Nutrition Tracker by Fooducate, Ltd; Water Drink Reminder by Leap Fitness |
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| Other | An app that did not contain the features or served the purpose of a food game, didactic nutrition guide, or habit tracker | Food & Cooking Genius by Brainscape; LaLa Lunchbox by LaLa Lunchbox |
Figure 1PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram for used to identify nutrition-themed apps intended for children.
Types of food and beverages displayed in nutrition-themed apps for children.
| Food and beverages | Value, n (%) | ||||||
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| All (n=259) | Food game (n=162) | Didactic nutrition guide (n=71) | Habit tracker (n=17) | Other (n=9) | ||
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| Fruit | 200 (77.2) | 110 (67.9) | 68 (95.8) | 14 (82.4) | 8 (88.9) |
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| Vegetables | 179 (69.1) | 89 (54.9) | 69 (97.2) | 14 (82.4) | 7 (77.7) |
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| Whole grain foods | 81 (31.2) | 13 (8) | 53 (74.6) | 14 (82.4) | 1 (11.1) |
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| Unprocessed meats | 175 (67.6) | 95 (58.6) | 62 (87.3) | 13 (76.5) | 5 (55.6) |
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| Fish | 104 (40.2) | 33 (20.4) | 56 (78.9) | 14 (82.4) | 1 (11.1) |
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| Meat alternatives | 110 (42.5) | 29 (17.9) | 63 (88.7) | 14 (82.4) | 4 (44.4) |
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| Milk products | 185 (71.4) | 110 (67.9) | 56 (78.9) | 14 (82.4) | 5 (55.6) |
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| Milk alternatives | 38 (14.7) | 6 (3.7) | 18 (25.4) | 14 (82.4) | 0 (0) |
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| Refined grain foods | 151 (58.3) | 116 (71.6) | 19 (26.78) | 12 (70.6) | 4 (44.4) |
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| Sugary drinks | 92 (35.5) | 62 (38.3) | 15 (21.1) | 15 (88.2) | 1 (11.1) |
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| Desserts | 103 (39.8) | 75 (46.3) | 10 (14.1) | 14 (82.4) | 4 (44.4) |
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| Chocolate and candies | 133 (51.4) | 108 (66.7) | 9 (12.7) | 14 (82.4) | 2 (22.2) |
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| Salty snacks | 61 (23.6) | 38 (23.4) | 6 (8.4) | 14 (82.4) | 3 (33.3) |
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| Pizza | 51 (19.7) | 29 (17.9) | 7 (9.8) | 14 (82.4) | 1 (11.1) |
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| Fast foods | 57 (22) | 36 (22.2) | 6 (8.4) | 13 (76.5) | 2 (22.2) |
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| Processed meats | 81 (31.3) | 57 (35.2) | 8 (11.3) | 13 (76.5) | 3 (33.3) |
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| 0 food and beverage | 61 (23.6) | 10 (3.9) | 45 (17.4) | 2 (0.8) | 4 (1.5) | |
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| ≥1 food and beverage | 198 (76.4) | 152 (58.7) | 26 (10) | 15 (5.8) | 5 (1.9) | |
| Healthy messages | 75 (28.9) | 13 (8) | 51 (71.8) | 8 (47.1) | 3 (33.3) | ||
| App with cost | 35 (13.5) | 12 (7.4) | 16 (22.5) | 3 (17.6) | 4 (44.4) | ||
| Number of downloads | 121 (46.7) | 73 (45.1) | 34 (47.9) | 11 (64.7) | 3 (33.3) | ||
aDetermined using categories and key messages provided by dietary guidelines (ie, Canada’s Food Guide and Canada’s Dietary Guidelines).
Figure 2Proportion of foods and beverages displayed in food game apps and nongame apps by food category.
Quality of nutrition-themed apps for children, overall, and by app typea.
| App type | Value, median (IQR) | |||||||
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| All (n=259) | Food game (n=162) | Didactic nutrition guide (n=71) | Habit tracker (n=17) | Other (n=9) |
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| Mobile App Rating Scale | 3.6 (0.7) | 3.4 (0.5) | 3.2 (0.4) | 3.5 (0.3) | 3.6 (0.7) | <.001 | ||
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| 2.9 (0.8) | 3.0 (0.8) | 2.3 (0.7) | 3.3 (0.5) | 3.1 (1.4) | <.001 | ||
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| Entertainment | 3 (1.5) | 2.5 (2) | 3.0(0) | 3 (0.6) | 3.5(1) | .02 | |
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| Interest | 3 (1) | 3 (1.5) | 3 (0) | 3 (0.6) | 3 (1) | .24 | |
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| Customization | 3 (1) | 3 (0.5) | 1 (2) | 4 (0.5) | 3 (3) | <.001 | |
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| Interactivity | 3 (1.5) | 3 (0.5) | 1 (2) | 4 (0.5) | 3 (2) | <.001 | |
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| Target group | 3.5 (1) | 4 (0.5) | 3 (1) | 3 (0) | 4.5 (1) | <.001 | |
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| 4.0 (0.3) | 4.0 (0.4) | 4.0 (0.3) | 4.0 (0.3) | 4.1 (0.8) | .01 | ||
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| Performance | 4 (0.5) | 4 (0.5) | 4 (0) | 4 (0.6) | 4 (0.5) | .01 | |
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| Ease of use | 4 (0) | 4 (0.1) | 4 (0.5) | 4 (0) | 4.5 (1) | .002 | |
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| Navigation | 4 (0) | 4 (0) | 4 (0) | 4 (0) | 4 (1) | .03 | |
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| Gestural design | 4 (0.5) | 4 (0.5) | 4 (0) | 4 (0) | 4 (1) | .008 | |
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| 3.7 (0.7) | 3.7 (0.7) | 3.3 (0.5) | 4 (0.6) | 4 (0.3) | <.001 | ||
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| Layout | 4 (0.5) | 4 (0.5) | 4 (0.5) | 4 (0.5) | 4 (0) | .007 | |
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| Graphics | 3.5 (1) | 3.5 (1) | 3 (0.5) | 4 (0.6) | 4 (0) | <.001 | |
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| Visual appeal | 3.5 (1) | 3.5 (1) | 3 (0.8) | 4 (0.6) | 4 (1) | <.001 | |
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| 3.6 (1) | 3.5 (1.3) | 3.7 (0.3) | 3.5 (0.4) | 3.3 (0.9) | .22 | ||
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| Accuracy | 4 (0.5) | 4 (0.5) | 4 (0) | 4 (0) | 4 (0) | .19 | |
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| Goals | 3 (0.5) | 3 (1) | 3 (0) | 3 (0.5) | 3 (0.5) | .46 | |
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| Quality | 4 (0.8) | 3 (0.1) | 4 (0) | 4 (0) | 4. (0.5) | <.001 | |
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| Quantity | 4 (1) | 3 (1) | 4 (0.5) | 3.5 (0.5) | 3 (1) | <.001 | |
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| Visual | 4 (1) | 3.5 (1) | 3.5 (1) | 4 (0) | 4 (0) | .33 | |
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| Credibility | 1 (2) | 1 (0) | 3 (1) | 3 (2) | 1 (1.5) | <.001 | |
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| Evidence-basedc | N/Ad | N/A | N/A | N/A | N/A | N/A | |
aThe 23-item Mobile App Rating Scale was used to assess the quality of the included apps on 4 subscales of engagement (5 domains), functionality (4 domains), aesthetics (3 domains), and information (7 domains). Each domain was rated on a 5-point Likert scale: 1=inadequate, 2=poor, 3=acceptable, 4=good, and 5=excellent. If a domain was not present in the app, that domain was rated as N/A. The average of all scores from each evaluated domain was considered as the overall app quality.
bSignificant difference was set at P<.01 to account for multiple comparisons and determined by the Kruskal-Wallis test.
cNot evaluated as the number of responses was <5.
dN/A: not applicable.
Frequency of behavior change techniques (BCTs) identified in a sample of apps intended for children (n=105)a.
| BCT cluster label and component | Frequency, n (%) | ||
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| 47 (44.8) | ||
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| Goal setting (behavior) | 16 (15.2) | |
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| Problem Solving | 1 (0.9) | |
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| Goal setting (outcome) | 12 (11.4) | |
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| Action planning | 7 (6.7) | |
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| Review behavior goals | 6 (5.7) | |
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| Review outcome goals | 5 (4.8) | |
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| 36 (34.3) | ||
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| Feedback on behavior | 11 (10.5) | |
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| Self-monitoring of behavior | 12 (11.4) | |
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| Self-monitoring of outcome of behavior | 10 (9.5) | |
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| Feedback on outcome of behavior | 3 (2.9) | |
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| 3 (2.9) | ||
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| Social support (unspecified) | 3 (2.9) | |
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| 49 (46.7) | ||
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| Instruction on how to perform a behavior | 49 (46.7) | |
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| 100 (95.2) | ||
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| Information about health consequences | 92 (87.6) | |
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| Information about social and environmental-consequences | 2 (1.9) | |
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| Information about emotional consequences | 6 (5.7) | |
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| 11 (10.5) | ||
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| Demonstration of the behavior | 11 (10.5) | |
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| 11 (10.5) | ||
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| Prompts cues | 11 (10.5) | |
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| 4 (3.8) | ||
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| Behavior substitution | 2 (1.9) | |
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| Habit formation | 1 (0.9) | |
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| Graded tasks | 1 (0.9) | |
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| 4 (3.8) | ||
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| Credible source | 4 (3.8) | |
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| 2 (1.9) | ||
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| Reduce negative emotions | 1 (0.9) | |
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| Conserving mental resources | 1 (0.9) | |
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| 2 (1.9) | ||
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| Identification of self as role model | 2 (1.9) | |
aIdentified using the behavior change technique taxonomy developed by Michie et al [50].