2022
DOI: 10.2196/35197
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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

Abstract: Background Adolescents’ consumption of healthy foods is suboptimal in low- and middle-income countries. Adolescents’ fondness for games and social media and the increasing access to smartphones make apps suitable for collecting dietary data and influencing their food choices. Little is known about how adolescents use phones to track and shape their food choices. Objective This study aimed to examine the acceptability, usability, and likability of a mobi… Show more

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Cited by 7 publications
(15 citation statements)
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References 52 publications
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“…Qualitative research undertaken as part of this project found that female adolescents from Vietnam had previously tried to track food consumption using commercial applications but stopped because they were difficult to use and time intensive [ 19 , 20 ]. Uploading food consumption generally involved a multistep process that included finding each food or ingredient separately on a dropdown menu and guessing their weight [ 20 ]. Adolescents believed their diet was unhealthy but did not trust the nutrition advice from those applications and followed fad diets [ 19 , 20 ].…”
Section: Methodsmentioning
confidence: 99%
See 2 more Smart Citations
“…Qualitative research undertaken as part of this project found that female adolescents from Vietnam had previously tried to track food consumption using commercial applications but stopped because they were difficult to use and time intensive [ 19 , 20 ]. Uploading food consumption generally involved a multistep process that included finding each food or ingredient separately on a dropdown menu and guessing their weight [ 20 ]. Adolescents believed their diet was unhealthy but did not trust the nutrition advice from those applications and followed fad diets [ 19 , 20 ].…”
Section: Methodsmentioning
confidence: 99%
“…Uploading food consumption generally involved a multistep process that included finding each food or ingredient separately on a dropdown menu and guessing their weight [ 20 ]. Adolescents believed their diet was unhealthy but did not trust the nutrition advice from those applications and followed fad diets [ 19 , 20 ]. Moreover, it has been shown that commercial applications might evoke unhealthy behavior [ 35 ].…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…This project illustrated the nascent state of many of these efforts and reflected the ethical concerns of a generation who have grown up in the information age. Today's adolescents have high expectations for their interactions with apps, as highlighted by a group of Vietnamese girls who consulted on the design of an app to track and improve food choices [25 ▪ ]. They expected the app to provide highly personalised advice taking their height, weight and medical issues into consideration when giving feedback.…”
Section: Tools and Appsmentioning
confidence: 99%
“…As of today, the use of gamification for health in Vietnam has been very limited. Recent fields in which gamification was applied for improved health outcomes include nutrition and dietary habits [21] as well as mental health and well-being [22]. To the best of our knowledge, there is no evidence in published or grey literature describing the use and impact of gamification on TB care and prevention in Vietnam.…”
Section: Gamificationmentioning
confidence: 99%