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dc.contributor.authorAguiar, Maria : Cejudo, Ander : Epelde, Gorka : Chaves, Deisy : Trujillo, Maria
dc.contributor.authorArtola, Garazi
dc.contributor.authorAyala, Unai
dc.contributor.authorBilbao, Roberto and Tueros, Itziar
dc.date.accessioned2025-11-13T12:27:36Z-
dc.date.available2025-11-13T12:27:36Z-
dc.date.issued2025
dc.identifierWOS:001394363700002
dc.identifier.urihttp://dspace.azti.es/handle/24689/2484-
dc.description.abstractBackgroundThe popularization of mobile health (mHealth) apps for public health or medical care purposes has transformed human life substantially, improving lifestyle behaviors and chronic condition management. The objective of this study is to evaluate the effect of gamification features in a mHealth app that includes the most common categories of behavior change techniques for the self-report of lifestyle data. The data reported by the user can be manual (i.e., diet, activity, and weight) and automatic (Fitbit wearable devices). As a secondary objective, this work aims to explore the differences in the adherence when considering a longer study duration and make a comparative analysis of the gamification effect.MethodsIn this study, the effectiveness of various behavior change techniques strategies is evaluated through the analysis of two user groups. With a first group of users, we perform a comparative analysis in terms of adherence and system usability scale of two versions of the app, both including the most common categories of behavior change techniques but the second version having added gamification features. Then, with a second group of participants and the best mHealth app version, a longer study is carried out and user adherence, the system usability scale and user feedback are analyzed.ResultsIn the first stage study, results have shown that the app version with gamification features has achieved a higher adherence, as the percentage of days active was higher for most of the users and the system usability scale score is 80.67, which is categorized as rank A. The app also exceeded the expectations of the users by about 70\% for the app version with gamification functionalities. In the second stage of the study, an adherence of 76.25\% is reported after 8 weeks and 58\% at the end of the pilot for the mHealth app. Similarly, for the wearable device, an adherence of 74.32\% is achieved after 8 weeks and 81.08\% is obtained at the end of the pilot. We hypothesize that these specific wearable devices have contributed to a decreased system usability scale score, reaching 62.89 which is ranked as C.ConclusionThis study evidences the effectiveness of the gamification category of behavior change techniques in increasing the overall user adherence, expectations, and perceived usability. In addition, the results provide quantitative results on the effect of the most common categories of behavior change techniques for the self-report of lifestyle data. Therefore, a higher duration in the study has shown several limitations when capturing lifestyle data, especially when including wearable devices such as Fitbit.
dc.language.isoEnglish
dc.publisherBMC
dc.subjectBehavior change techniques
dc.subjectMHealth
dc.subjectWearables
dc.subjectMobile app
dc.subjectGamification
dc.subjectREHABILITATION
dc.subjectSYSTEM
dc.titleAn approach to boost adherence to self-data reporting in mHealth applications for users without specific health conditions
dc.typeArticle
dc.identifier.journalBMC MEDICAL INFORMATICS AND DECISION MAKING
dc.format.volume25
dc.contributor.funderDepartment of Economic Development and Infrastructure of the Basque Government under the Elkartek program [KK-2019/00032, KK-2021/00005]
dc.identifier.e-issn1472-6947
dc.identifier.doi10.1186/s12911-024-02833-4
Aparece en las tipos de publicación: Artículos científicos



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