TY - JOUR
T1 - Adolescents' Perspectives on Smartphone Applications for Physical Activity Promotion
T2 - insights from Focus Group
AU - Gomes, Lúcia
AU - Teixeira, Diogo
AU - Slawinska, Malgorzata
AU - Davis, Paul
AU - López-Flores, Marcos
AU - Nyström, Markus
AU - Silva, Marlene
AU - Palmeira, António
AU - Pereira, Hugo
N1 - Publisher Copyright:
© Copyright: Federación Española de Asociaciones de Docentes de Educación Física (FEADEF)
PY - 2024/4/29
Y1 - 2024/4/29
N2 - Purpose: This study explores how children and adolescents perceive physical activity (PA) and PA apps. We aim to understand their perceptions, past experiences, and expectations of PA and PA apps. Methods: Participants (N=39) aged 11-15 from five European countries: Netherlands (NL), Poland (PL), Portugal (PT), Spain (ES), and Sweden (SWE) participated in the study. They provided insight regarding Behaviour Chance Techniques (BCTs) that enhance app engagement. Results: The results offer valuable insights for creating fun and engaging adolescent PA apps that meet diverse user preferences. They also provide invaluable guidance for designing PA apps that boost adolescents' enjoyment, fun, and engagement while considering a broad spectrum of user preferences. Key BCTs identified as significantly impacting app engagement included self-monitoring, rewards, feedback, social support, action planning, and reminders - preferences and suggestions varied by gender, age, and PA levels. Conclusions: Findings in the present study inform the MOVE4FUN project that contributes to understanding how BCTs promote sustained PA in adolescents. It underscores the pivotal role of personalised app design and a supportive climate in fulfilling individual needs and intrinsic goals. These insights contribute significantly to developing educational tools that encourage regular PA and nurture the holistic development of physically educated citizens.
AB - Purpose: This study explores how children and adolescents perceive physical activity (PA) and PA apps. We aim to understand their perceptions, past experiences, and expectations of PA and PA apps. Methods: Participants (N=39) aged 11-15 from five European countries: Netherlands (NL), Poland (PL), Portugal (PT), Spain (ES), and Sweden (SWE) participated in the study. They provided insight regarding Behaviour Chance Techniques (BCTs) that enhance app engagement. Results: The results offer valuable insights for creating fun and engaging adolescent PA apps that meet diverse user preferences. They also provide invaluable guidance for designing PA apps that boost adolescents' enjoyment, fun, and engagement while considering a broad spectrum of user preferences. Key BCTs identified as significantly impacting app engagement included self-monitoring, rewards, feedback, social support, action planning, and reminders - preferences and suggestions varied by gender, age, and PA levels. Conclusions: Findings in the present study inform the MOVE4FUN project that contributes to understanding how BCTs promote sustained PA in adolescents. It underscores the pivotal role of personalised app design and a supportive climate in fulfilling individual needs and intrinsic goals. These insights contribute significantly to developing educational tools that encourage regular PA and nurture the holistic development of physically educated citizens.
KW - PHYSICAL EDUCATION
KW - SPORT
KW - CHILDREN
KW - ADOLESCENTS
KW - PHYSICAL ACTIVITY
KW - BEHAVIOUR
KW - APPLICATION SOFTWARE
KW - EDUCAÇÃO FÍSICA
KW - DESPORTO
KW - CRIANÇAS
KW - ADOLESCENTES
KW - ATIVIDADE FÍSICA
KW - COMPORTAMENTO
KW - APLICAÇÕES INFORMÁTICAS
UR - http://www.scopus.com/inward/record.url?scp=85193968915&partnerID=8YFLogxK
U2 - 10.47197/retos.v56.104357
DO - 10.47197/retos.v56.104357
M3 - Article
AN - SCOPUS:85193968915
SN - 1579-1726
VL - 56
SP - 85
EP - 94
JO - Retos
JF - Retos
ER -