2020
DOI: 10.1080/17538157.2020.1725766
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Designing a mobile app to promote healthy behaviors and prevent obesity: analysis of adolescents’ preferences

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Cited by 20 publications
(26 citation statements)
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“…The use of smartphone apps and streaming services for health information was reported by one-third of participants. Smartphone apps were reported by over 50% of participants as very helpful/extremely helpful for changing lifestyle behaviours, which further supports discourse on the positive impacts on lifestyle behaviours [ 27 , 35 , 36 ]. However, the infrequent uptake of this platform when compared to alternative digital platforms potentially warrants further investigation.…”
Section: Discussionsupporting
confidence: 59%
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“…The use of smartphone apps and streaming services for health information was reported by one-third of participants. Smartphone apps were reported by over 50% of participants as very helpful/extremely helpful for changing lifestyle behaviours, which further supports discourse on the positive impacts on lifestyle behaviours [ 27 , 35 , 36 ]. However, the infrequent uptake of this platform when compared to alternative digital platforms potentially warrants further investigation.…”
Section: Discussionsupporting
confidence: 59%
“…However, the infrequent uptake of this platform when compared to alternative digital platforms potentially warrants further investigation. Appropriately designed smartphone apps have been shown to improve physical activity and weight management behaviours, particularly through exercise trackers, fitness challenges, and goal setting [ 27 ]. Unlike smartphone apps, streaming services have yet to be formally analysed for their use for health purposes among adolescents.…”
Section: Discussionmentioning
confidence: 99%
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“…Module Design, Smartwatch Device sensor Spo2 dan Bpm. [13] The Android display is shown in Figure 9 while in Figure 8 an equation is made with the original tool to ensure the accuracy of the module. The digital part consists of the ATmega328 microcontroller which is the controller and controller of the system.…”
Section: Resultsmentioning
confidence: 99%
“…While gamification features (ie, goals/targets as behavioral motivators) are not directly relevant to the GrabFM! project given the app’s primary purpose as a data collection tool, these teen-identified facilitators to user engagement are useful for researchers developing mHealth interventions to promote attitude and behavior changes in relation to food/diet for teenagers, about which research remains limited [ 2 , 4 , 26 ]. Differences in gamification features aside, the important common feature of mHealth monitoring apps (eg, for dietary intake or physical activity levels) and the GrabFM!…”
Section: Discussionmentioning
confidence: 99%