2021
DOI: 10.1186/s12889-021-11398-0
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Social media use informing behaviours related to physical activity, diet and quality of life during COVID-19: a mixed methods study

Abstract: Background This mixed methods study explored how social media use informed physical activity and diet-related behaviours, and self-perceived Quality of Life (QoL) during COVID-19, and assessed the contextual factors that drive social media use for health-related behaviour change in diverse groups. During the COVID-19 lockdown periods there were reported changes to social media use and health behaviours, and this gave an opportunity to investigate potential relationships. … Show more

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Cited by 59 publications
(44 citation statements)
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“…Information and interventions for individuals, communities, and healthcare institutions aimed at maintaining the healthiest lifestyle under quarantine should be guaranteed in order to prevent chronic diseases and psychiatric problems not only during the pandemic but also after the end of the outbreak, paying particular attention to children, adolescents, and at-risk groups (individuals with mental and/or physical health problems that existed before the spread of the COVID-19 pandemic, women, and older adults). For example, social media may play an important role in facilitating the self-management of behaviors related to physical activity, diet, and quality of life [43]. Besides, the rapid implementation of large-scale urban transformations may increase access to public open spaces and active transport infrastructure with the aim to promote physical activity and reduce sedentariness [44].…”
Section: Discussionmentioning
confidence: 99%
“…Information and interventions for individuals, communities, and healthcare institutions aimed at maintaining the healthiest lifestyle under quarantine should be guaranteed in order to prevent chronic diseases and psychiatric problems not only during the pandemic but also after the end of the outbreak, paying particular attention to children, adolescents, and at-risk groups (individuals with mental and/or physical health problems that existed before the spread of the COVID-19 pandemic, women, and older adults). For example, social media may play an important role in facilitating the self-management of behaviors related to physical activity, diet, and quality of life [43]. Besides, the rapid implementation of large-scale urban transformations may increase access to public open spaces and active transport infrastructure with the aim to promote physical activity and reduce sedentariness [44].…”
Section: Discussionmentioning
confidence: 99%
“…In the last decade, research has focused on perceptions of quality of life in relation to SM [29][30][31], and research into overall satisfaction and well-being under their influence is still increasing [32][33][34][35][36][37][38][39][40][41][42]. The latter-mentioned took on completely new contexts during the COVID-19 pandemic, when changes in SM use and people s health behaviour [43][44][45]-and particularly mental health behaviours [33,46,47]-were especially reported.…”
Section: Introductionmentioning
confidence: 99%
“…It is plausible that the type of technology predominantly used (i.e. exergames) limited opportunities for cognitive and social learning and more social technologies like social media may have supported learning in these domains (Goodyear and Armour 2019). However, to prepare CYP for lifetime physical activitythe key purpose of PE -CYP need to gain the appropriate knowledge, understandings, and social skills to be active throughout their lifetime (Lonsdale et al 2013;Kirk 2020).…”
Section: Discussionmentioning
confidence: 99%
“…Drawing on previous literature these were defined as: (i) Gamificationprogressing through levels of achievement, interactive experiences (e.g. multi-player, team play), and/or competition (Fernandez-Rio et al 2020); (ii) Personalisation tailored and/or direct feedback from the screen or game and rewards or goals based on performance/progress (Ghanvatkar, Kankanhalli, and Rajan 2019); and (iii) Informationeducational materials and/or guidance to encourage changes to behaviours (Goodyear and Armour 2019). Most of the interventions focused on gamification (22 of 26), several studies focused on personalisation (14 of 26), with information least prevalent (7 of 26).…”
Section: Characteristics Of Online Interventionsmentioning
confidence: 99%
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