Ontology highlight
ABSTRACT: Background
Social media and gamification have been used in digital interventions for improving nutrition behaviors of young adults, but few studies measure engagement.Objective
This feasibility study aimed to explore user engagement with a 4-week smartphone program for improving vegetable intake.Methods
A goal setting and self-monitoring app was developed for feasibility testing. We assessed if additional components of gaming and/or social media support increased engagement. A 2 × 2 factorial study design was used with participants randomly allocated to each group. Engagement with the app (usage) was captured via inbuilt software, which recorded total days of app usage (duration) and the frequency of logging vegetable intake. Uptake of the social media (Facebook) co
SUBMITTER: Nour M
PROVIDER: S-EPMC6533870 | biostudies-literature | 2019 May
REPOSITORIES: biostudies-literature