User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial

User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial
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DOI:
10.2196/14645
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发表时间:
2019-11-27
影响因子:
7.4
通讯作者:
Maher, Carol
Maher, Carol
中科院分区:
医学2区
文献类型:
--
作者:
Edney, Sarah;Ryan, Jillian C.;Maher, Carol

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背景资料:移动的手机应用在改变健康行为方面的成功被认为取决于参与度,通常以使用频率来操作。目的:对来自3组随机对照试验的2个干预组进行的亚组分析旨在检查通过应用程序提供的100天体力活动干预的用户参与度。参与率,用户特征和参与度之间的关联,参与是否与干预efficacy相关进行了examined.Methods:参与被随机分配到同一应用程序的游戏化版本(n=141)或非游戏化版本(n=160)的用户在实时交互日志中捕获。在基线和3个月随访时,通过加速度计和自我报告评估身体活动。生存分析用于评估至不使用消耗的时间。混合模型研究了用户特征与参与度(应用程序总使用量)之间的关联。使用t检验和卡方分析比较超级用户(用户的前四分位数)和常规用户(最低的三个四分位数)的特征。线性混合模型被用来评估是否是一个超级用户与身体活动随着时间的推移而变化。在游戏化组和基础组中,分别有32%和39%的患者发生了消耗(30天未使用),至消耗时间的组间差异无统计学意义(P= 0.17)。体重指数(BMI)在健康范围内的用户的应用程序使用总量较高(平均值230.5,95% CI 190.6-270.5; F-2=8.67; P
Background: The success of a mobile phone app in changing health behavior is thought to be contingent on engagement, commonly operationalized as frequency of use.Objective: This subgroup analysis of the 2 intervention arms from a 3-group randomized controlled trial aimed to examine user engagement with a 100-day physical activity intervention delivered via an app. Rates of engagement, associations between user characteristics and engagement, and whether engagement was related to intervention efficacy were examined.Methods: Engagement was captured in a real-time log of interactions by users randomized to either a gamified (n=141) or nongamified version of the same app (n=160). Physical activity was assessed via accelerometry and self-report at baseline and 3-month follow-up. Survival analysis was used to assess time to nonuse attrition. Mixed models examined associations between user characteristics and engagement (total app use). Characteristics of super users (top quartile of users) and regular users (lowest 3 quartiles) were compared using t tests and a chi-square analysis. Linear mixed models were used to assess whether being a super user was related to change in physical activity over time.Results: Engagement was high. Attrition (30 days of nonuse) occurred in 32% and 39% of the gamified and basic groups, respectively, with no significant between-group differences in time to attrition (P=.17). Users with a body mass index (BMI) in the healthy range had higher total app use (mean 230.5, 95% CI 190.6-270.5; F-2=8.67; P