Importance of perceived quality and usability of step tracker mobile apps for their use by adolescents
Bibliographic Data
| ID | 13900239 |
|---|---|
| Authors | Adrián Mateo-Orcajada (0000-0001-8111-8358, Facultad de Deporte, UCAM Universidad Católica de Murcia, Murcia, Spain), Lucía Abenza-Cano (0000-0001-9583-737X, Facultad de Deporte, UCAM Universidad Católica de Murcia, Murcia, Spain, corresponding author), Raquel Vaquero-Cristóbal (0000-0003-2708-4817, Universidad de Murcia) |
| Year | 2024 |
| Volume | 29 |
| Issue | 1 |
| Publication date | 2024-08-06 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Adolescence and Youth (JOURNAL) |
| Journal identifiers | ISSN: 0267-3843 • E-ISSN: 2164-4527 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/02673843.2024.2389310 |
| OpenAlex | W4401385286 |
| Language | EN |
| Citations received | 2 |
| References cited | 75 |
The aims of the present research were to understand the reasons why adolescents stop using mobile applications and to discover the objective and subjective evaluation of mobile applications for physical activity by adolescents. A 10-week quasi-experimental design involving four experimental groups of adolescents who used mobile apps. A total of 240 adolescents aged 12–16 years participated in the research. The level of physical activity and the assessment of the apps used were recorded. The results showed an increase in physical activity after the intervention. The main reasons for not using the apps were that adolescents found the interface complex, or the apps did not work on their mobiles. Pokémon Go showed a greater entertainment and customization than the rest of the apps. It can be concluded that the abandonment of mobile app interventions is due to the fact that they are not designed for use in this population
Human–computer interaction · Intervention (counseling · Mobile apps · Mobile device · Multimedia · Personalization · Population · Psychological intervention · Usability · World Wide Web · Applied Psychology · Child Development and Digital Technology · Computer Science · Impact of Technology on Adolescents · Medicine · Mobile Health and mHealth Applications · Psychology
Adolescents’ Assessment of Several Step Tracker Mobile Applications Based on Their Previous Level of Physical Activity
Protocol for a randomized controlled trial of a mobile app and wearable–based intervention promoted through physical education to enhance physical and psychological health in adolescents during out-of-school hours
Mathematical methods of statistics
Progressive Statistics for Studies in Sports Medicine and Exercise Science
Convergent Validity of the Physical Activity Questionnaire for Adolescents
Exercise, physical activity, and self-determination theory
Predicting adult obesity from childhood obesity
Gender and academic year as moderators of the efficacy of mobile app interventions to promote physical activity in adolescents
Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games
Promoting aerobic physical activity of adolescents aged 12 to 16 years old during after-school hours using mobile applications
Gender differences in gratifications from fitness app use and implications for health interventions
The efficacy of using mobile applications in changing adolescent girls’ physical activity behaviour during weekends
Rewards, praise, and punitive consequences
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 2 |