Evidence map›Paper›PMID 43013778›Full record

ArticleJMIR serious games2026

Sports App Involvement and Core Literacy in Physical Education and Health Among University Students: Randomized Experiment and Cross-Sectional Study.

Ruiyin Guo, Wencong Geng

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

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4 · The record

Corrections and comments

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5 · Who and what money

Authors and funding

2 authors.

Ruiyin GuoDepartment of Basic Courses, Qilu Institute of Technology, No. 3028 Jingshi East Road, Jinan, Shandong, 250200, China, 86 17861319670, 86 531 85592966.ORCID http://orcid.org/0009-0007-0269-9387
Wencong GengSchool of Physical Education and Sport Science, Qufu Normal University, Qufu, Shandong, China.ORCID http://orcid.org/0009-0001-2788-6759

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Sports apps can support physical activity through self-monitoring, feedback, and engagement features; however, evidence regarding their broader health-related outcomes remains mixed. The roles of digitalization and gamification in the association between sports app involvement and core literacy in physical education and health also remain unclear. Objective: This study aimed to evaluate a multicomponent app-supported physical activity intervention and examine the cross-sectional associations between sports app involvement and core literacy in physical education and health, including indirect statistical associations through digitalization and gamification. Methods: This study comprised 2 quantitative studies with independent samples. Study 1 used a Solomon 4-group randomized design in which 120 university students were allocated equally to the pretested experimental, pretested control, unpretested experimental, or unpretested control groups. The experimental groups received a 12-week multicomponent app-supported physical activity intervention, and 107 participants completed the postintervention assessment. A 2×2 factorial analysis of variance tested intervention and pretest main effects and their interaction, supplemented by a reference-based attrition sensitivity analysis. Study 2 surveyed 790 students from 8 universities and used latent-variable structural equation modeling to estimate direct and indirect cross-sectional associations, with age and sex included as covariates. The primary model assumed independence between participants; secondary composite-score sensitivity analyses examined additional covariate adjustment and university clustering. Results: In Study 1, significant intervention main effects were observed for self-reported motor competence ( Conclusions: The multicomponent app-supported intervention yielded higher self-reported motor competence, health behavior, and sportsmanship scores than the control condition. In the independent cross-sectional sample, sports app involvement was positively associated with core literacy, with specific indirect associations through digitalization, gamification, and digitalization followed by gamification. Digitalization showed the largest specific indirect association. Further studies should assess objective outcomes and examine these associations longitudinally with broader measurement of potential confounders.

Indexed as

core literacy in physical education and healthdigitalizationgamificationmobile healthphysical activitysports app involvement

Identifiers

PMID43013778
PMCPMC13754180

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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.