Apps to improve diet, physical activity and sedentary behaviour in children and adolescents: a review of quality, features and behaviour change techniques
Schoeppe et al. International Journal of Behavioral Nutrition and Physical Activity
(2017) 14:83
DOI 10.1186/s12966-017-0538-3
RESEARCH
Open Access
Apps to improve diet, physical activity and
sedentary behaviour in children and
adolescents: a review of quality, features
and behaviour change techniques
Stephanie Schoeppe1* , Stephanie Alley1, Amanda L. Rebar1, Melanie Hayman1, Nicola A. Bray1,
Wendy Van Lippevelde2, Jens-Peter Gnam3, Philip Bachert3, Artur Direito4 and Corneel Vandelanotte1
Abstract
Background: The number of commercial apps to improve health behaviours in children is growing rapidly. While
this provides opportunities for promoting health, the content and quality of apps targeting children and
adolescents is largely unexplored. This review systematically evaluated the content and quality of apps to improve
diet, physical activity and sedentary behaviour in children and adolescents, and examined relationships of app
quality ratings with number of app features and behaviour change techniques (BCTs) used.
Methods: Systematic literature searches were conducted in iTunes and Google Play stores between May–
November 2016. Apps were included if they targeted children or adolescents, focused on improving diet, physical
activity and/or sedentary behaviour, had a user rating of at least 4+ based on at least 20 ratings, and were available
in English. App inclusion, downloading and user-testing for quality assessment and content analysis were
conducted independently by two reviewers. Spearman correlations were used to examine relationships between
app quality, and number of technical app features and BCTs included.
Results: Twenty-five apps were included targeting diet (n = 12), physical activity (n = 18) and sedentary behaviour
(n = 7). On a 5-point Mobile App Rating Scale (MARS), overall app quality was moderate (total MARS score: 3.6).
Functionality was the highest scoring domain (mean: 4.1, SD: 0.6), followed by aesthetics (mean: 3.8, SD: 0.8), and
lower scoring for engagement (mean: 3.6, SD: 0.7) and information quality (mean: 2.8, SD: 0.8). On average, 6 BCTs
were identified per app (range: 1–14); the most frequently used BCTs were providing ‘instructions’ (n = 19), ‘general
encouragement’ (n = 18), ‘contingent rewards’ (n = 17), and ‘feedback on performance’ (n = 13). App quality ratings
correlated positively with numbers of technical app features (rho = 0.42, p < 0.05) and BCTs included (rho = 0.54,
p < 0.01).
Conclusions: Popular commercial apps to improve diet, physical activity and sedentary behaviour in children and
adolescents had moderate quality overall, scored higher in terms of functionality. Most apps incorporated some
BCTs and higher quality apps included more app features and BCTs. Future app development should identify
factors that promote users’ app engagement, be tailored to specific population groups, and be informed by health
behaviour theories.
Keywords: Mobile health (mHealth), Smartphone, Applications, MARS, Behaviour change techniques, Diet, Physical
activity, Sedentary behavior, Children, Adolescents
* Correspondence:
1
School of Health, Medical and Applied Sciences, Physical Activity Research
Group, Central Queensland University, Bruce Highway, Rockhampton, QLD
4702, Australia
Full list of author information is available at the end of the article
© The Author(s). 2017 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0
International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and
reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to
the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver
(http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
Schoeppe et al. International Journal of Behavioral Nutrition and Physical Activity (2017) 14:83
Background
Unhealthy diet, physical inactivity and sedentary behaviour are highly prevalent health risk factors in children
and adolescents [1]. These health behaviours are known
to track from childhood into adulthood [2, 3], and contribute to high rates of childhood overweight/obesity,
and an increased prevalence of type 2 diabetes and
metabolic syndrome in adolescence [4]. Given the scale
of the problem – worldwide over 41 million children
under 5 years of age are already overweight or obese [5]
– population-based interventions that can reach large
numbers of children and adolescents easily and at low
cost are needed. Smartphone applications are widely
used (there are over 2.1 billion smartphone users worldwide) [6] and can reach large numbers of children in real
life situations where they live, learn and play.
Smartphones and tablets, including the software applications (apps) that run on these devices, have become an
integral part of children and adolescents’ lives with large
increases in usage rates since their introduction in 2007
[6, 7]. For example, 73% of American, 74% of European
and 80% of Australian adolescents regularly use a smartphone [8–10]. With the growth in mobile technologies
came the development and popularity of numerous health
and fitness apps that can provide behavioural interventions in large population groups [11]. Given the proliferation of apps, it is worthwhile to investigate their potential
for promoting healthy lifestyle behaviours in children and
adolescents. The appeal of commercial apps to provide
health information ‘on the go’ has motivated researchers
to utilise commercial apps for behavioural interventions
that incorporate proven health behaviour changes techniques (BCTs) such self-monitoring, real-time feedback,
social support, and rewards [12].
Despite the potential of apps for pediatric health
behaviour change interventions, the behaviour change
content and quality of apps specifically targeted to
children and adolescents is largely unexplored. Several
systematic reviews [11, 13–18] have examined the content
of apps to promote healthy lifestyle behaviours in adults or
the general population, and their results showed that most
apps included self-monitoring, goal-setting, instructions on
how to perform a health behaviour and feedback on performance. Only one systematic review [17] has evaluated
the content of commercial health and fitness apps targeted
to children and adolescents, and its findings showed that
apps incorporated gamification elements and goal-setting
but lacked concrete expert recommendations about
healthy lifestyle behaviours. However, this review [17]
focused on weight loss and addressed diet and physical
activity, but not sedentary behaviours. In fact, many previous reviews of apps targeting adults [11, 14, 15, 19] have
mainly focused on apps to promote physical activity. As
such, little is known about the potential of using apps to
Pa (...truncated)