Evidence map›Paper›PMID 31094322›Full record

ArticleJMIR formative research2019

Young Adults' Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study.

Monica Nour, Juliana Chen, Margaret Allman-Farinelli

Abstract read
In one paragraph

Article in JMIR formative research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 5 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
18citing papers in PubMed, 5 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

18 citing papers in PubMed, 5 syntheses or guidelines pooled it.

  1. Pooled it
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  15. Older Adult Engagement With FacebookJournal of gerontological nursing · 2022
    Article
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  17. The Barriers and Facilitators to the Use of Lifestyle Apps: A Systematic Review of Qualitative Studies.European journal of investigation in health, psychology and education · 2022
    Review
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Monica Nour *School of Life and Environmental Sciences, Charles Perkins Centre, The University of Sydney, Camperdown, Australia.ORCID http://orcid.org/0000-0003-0971-3181
Juliana ChenSchool of Life and Environmental Sciences, Charles Perkins Centre, The University of Sydney, Camperdown, Australia.ORCID http://orcid.org/0000-0003-2844-6947
Margaret Allman-FarinelliSchool of Life and Environmental Sciences, Charles Perkins Centre, The University of Sydney, Camperdown, Australia.ORCID http://orcid.org/0000-0002-6478-1374

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundSocial media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement.

objectiveThis feasibility study aimed to explore user engagement with a 4-week smartphone program for improving vegetable intake.

methodsA goal setting and self-monitoring app was developed for feasibility testing. We assessed if additional components of gaming and/or social media support increased engagement. A 2 × 2 factorial study design was used with participants randomly allocated to each group. Engagement with the app (usage) was captured via inbuilt software, which recorded total days of app usage (duration) and the frequency of logging vegetable intake. Uptake of the social media (Facebook) content was measured by tracking views, likes, and comments on posts.

resultsOut of the 110 potential participants who completed the prescreening questionnaire online, 97 were eligible (mean age 24.8 [SD 3.4]). In total, 49% (47/97) of participants were retained at 4 weeks. Attrition within the first week was the highest among users of the gamified app without social support (Facebook; P<.001). Over the intervention period, 64% (62/97) of participants logged into their app, with vegetable intake recorded on average for 11 out of 28 days. The frequency of recording decreased each week (mean 4 [SD 2] days in week 1 versus mean 2 [SD 2] days in week 4). No effects of gaming or social support on the frequency of recording vegetables or the duration of app engagement were found. However, regardless of the app type, the duration of app engagement was significantly associated with vegetable intake post intervention (P<.001). In total, 60% of Facebook posts were viewed by participants but engagement was limited to likes, with no comments or peer-to-peer interaction observed.

conclusionsAs duration of usage was associated with vegetable intake, a deeper understanding of factors influencing engagement is needed. Dimensions such as personal attributes and the setting and context require further exploration in addition to content and delivery.

Indexed as

experimental gamemHealthsocial mediavegetablesyoung adults

Identifiers

PMID31094322
PMCPMC6533870

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.