2022
DOI: 10.3390/ijerph19148417
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Football Fandom as a Platform for Digital Health Promotion and Behaviour Change: A Mobile App Case Study

Abstract: Background: The last decade has seen a dramatic shift toward the study of fitness surveillance, thanks in part to the emergence of mobile health (mHealth) apps that allow users to track their health through a variety of data-driven insights. This study examines the adoption trends and community mediation of the mobile fitness application ‘FanFit’, a platform aimed at promoting physical activity among sports fans by creating a fitness app branded to their favourite team for health promotion. Objective: Our stud… Show more

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Cited by 7 publications
(8 citation statements)
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“…Recruitment and compliance [ 28 ], accessibility to technology and digital literacy [ 30 ], user responsiveness in particular contexts [ 22 ], ethical concerns [ 17 ], and the complex relationship between behavior change techniques and actual behavior change [ 37 ], I.T. identity mediating meaningful interactions [ 38 ], designing strategies that address different user preferences [ 39 ], physical limitations [ 36 ], aesthetics improvement [ 40 ], effective gamification implementation [ 41 ], and consideration of usability concerns for particular user groups [ 42 ] are just a few of the issues that need to be taken into account. For gamification interventions in fitness to be implemented and used effectively, several issues must be resolved.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Recruitment and compliance [ 28 ], accessibility to technology and digital literacy [ 30 ], user responsiveness in particular contexts [ 22 ], ethical concerns [ 17 ], and the complex relationship between behavior change techniques and actual behavior change [ 37 ], I.T. identity mediating meaningful interactions [ 38 ], designing strategies that address different user preferences [ 39 ], physical limitations [ 36 ], aesthetics improvement [ 40 ], effective gamification implementation [ 41 ], and consideration of usability concerns for particular user groups [ 42 ] are just a few of the issues that need to be taken into account. For gamification interventions in fitness to be implemented and used effectively, several issues must be resolved.…”
Section: Resultsmentioning
confidence: 99%
“…Gender inclusivity: Well-structured design of gamified apps in a way that appeals to both male and female users, especially in self-monitoring drivers [ 39 ].…”
Section: Resultsmentioning
confidence: 99%
“…Some scholars have also used factors such as perceived risk, cost of purchase, quality of service, and the quality of the product as antecedent variables affecting the consumers’ perceived value (Wood and Scheer, 1996; Zhong, K., 2013) [ 39 ]. Regarding the elements impacting the customer’s perceived value, we introduced two achievable variables to the technology acceptance model: perceived cost (B3) and personal motivation (B4) [ 40 ].…”
Section: Methodsmentioning
confidence: 99%
“…The main case study used in this section is “Fan Fit” [ 13 ]. This case study is used as an example, and an overview of the app is shown in Figure 2 .…”
Section: Fan Fit Health Case Studymentioning
confidence: 99%