Faculty of Health Sciences, Ontario Tech University, Oshawa, ON, Canada.
JMIR Mhealth Uhealth. 2022 Feb 16;10(2):e31537. doi: 10.2196/31537.
Children increasingly use mobile apps. Strategies to increase child engagement with apps include the use of gamification and images that incite fun and interaction, such as food. However, the foods and beverages that children are exposed to while using apps are unknown and may vary by app type.
The aim of this study is to identify the app content (ie, types of foods and beverages) included in nutrition-themed apps intended for children, to assess the use of game-like features, and to examine app characteristics such as overall quality and behavior change techniques (BCTs).
This analysis used a cross-sectional database of nutrition-themed apps intended for children (≤12 years), collected between May 2018 and June 2019 from the Apple App Store and Google Play Store (n=259). Apps were classified into four types: food games or nongames that included didactic nutrition guides, habit trackers, and other. Food and beverages were identified in apps and classified into 16 food categories, as recommended (8/16, 50%) and as not recommended (8/16, 50%) by dietary guidelines, and quantified by app type. Binomial logistic regression assessed whether game apps were associated with foods and beverages not recommended by guidelines. App quality, overall and by subscales, was determined using the Mobile App Rating Scale. The BCT Taxonomy was used to classify the different behavioral techniques that were identified in a subsample of apps (124/259, 47.9%).
A total of 259 apps displayed a median of 6 (IQR 3) foods and beverages. Moreover, 62.5% (162/259) of apps were classified as food games, 27.4% (71/259) as didactic nutrition guides, 6.6% (17/259) as habit trackers, and 3.5% (9/259) as other. Most apps (198/259, 76.4%) displayed at least one food or beverage that was not recommended by the dietary guidelines. Food game apps were almost 3 times more likely to display food and beverages not recommended by the guidelines compared with nongame apps (β=2.8; P<.001). The overall app quality was moderate, with a median Mobile App Rating Scale score of 3.6 (IQR 0.7). Functionality was the subscale with the highest score (median 4, IQR 0.3). Nutrition guides were more likely to be educational and contain informative content on healthy eating (score 3.7), compared with the other app types, although they also scored significantly lower in engagement (score 2.3). Most apps (105/124, 84.7%) displayed at least one BCT, with the most common BCT being information about health consequences.
Findings suggest nutrition-themed apps intended for children displayed food and beverage content not recommended by dietary guidelines, with gaming apps more likely to display not recommended foods than their nongame counterparts. Many apps have a moderate app quality, and the use of consequences (instead of rewards) was the most common BCT.
儿童越来越多地使用移动应用程序。为了提高儿童对应用程序的参与度,可以采用游戏化和激发乐趣和互动的图像策略,例如食物。然而,儿童在使用应用程序时接触到的食物和饮料是未知的,并且可能因应用程序类型而异。
本研究旨在识别针对儿童的营养主题应用程序中的应用程序内容(即食物和饮料类型),评估游戏化功能的使用情况,并检查应用程序的特征,例如整体质量和行为改变技术(BCT)。
本分析使用了 2018 年 5 月至 2019 年 6 月期间从苹果应用商店和谷歌播放商店收集的针对儿童(≤12 岁)的营养主题应用程序的横截面数据库(n=259)。应用程序分为四种类型:包括营养指南的食物游戏或非游戏,习惯跟踪器和其他。在应用程序中识别出食物和饮料,并按照建议(8/16,50%)和不建议(8/16,50%)的饮食指南将其分类为 16 种食物类别,并按应用程序类型进行量化。二项逻辑回归评估游戏应用程序是否与不符合指南的食物和饮料相关。使用移动应用程序评级量表确定应用程序的整体和子量表的质量。使用行为技术分类法(BCT 分类法)对不同的行为技术进行分类,这些技术是在子样本(124/259,47.9%)的应用程序中确定的。
共 259 个应用程序显示中位数为 6(IQR 3)种食物和饮料。此外,62.5%(162/259)的应用程序被归类为食物游戏,27.4%(71/259)为营养指南,6.6%(17/259)为习惯跟踪器,3.5%(9/259)为其他。大多数应用程序(198/259,76.4%)至少显示了一种不符合饮食指南的食物或饮料。与非游戏应用程序相比,食物游戏应用程序显示不符合指南的食物和饮料的可能性几乎高出 3 倍(β=2.8;P<.001)。整体应用程序质量中等,移动应用程序评级量表中位数为 3.6(IQR 0.7)。功能是子量表中得分最高的(中位数 4,IQR 0.3)。与其他应用类型相比,营养指南更有可能具有教育性,并包含有关健康饮食的信息内容(得分 3.7),尽管它们在参与度方面的得分也明显较低(得分 2.3)。大多数应用程序(105/124,84.7%)至少显示了一种 BCT,最常见的 BCT 是有关健康后果的信息。
研究结果表明,针对儿童的营养主题应用程序显示了不符合饮食指南的食物和饮料内容,游戏应用程序显示的不推荐食物比非游戏应用程序更多。许多应用程序的应用程序质量中等,使用后果(而不是奖励)是最常见的 BCT。