Background: A large number of people participate in individual or unorganized sports on a recreational level. Furthermore, many participants drop out because of injury or lowered motivation. Potentially, physical activity–related apps could motivate people during sport participation and help them to follow and maintain a healthy active lifestyle. It remains unclear what the quality of running, cycling, and walking apps is and how it can be assessed. Quality of these apps was defined as having a positive influence on participation in recreational sports. This information will show which features need to be assessed when rating physical activity–related app quality. Objective: The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. Methods: Data were gathered via an expert panel approach using the nominal group technique. Two expert panels were organized to identify and rank app features relevant for sport participation. Experts were researchers or professionals in the field of industrial design and information technology (technology expert panel) and in the field of behavior change, health, and human movement sciences who had affinity with physical activity–related apps (health science expert panel). Of the 24 experts who were approached, 11 (46%) agreed to participate. Each panel session consisted of three consultation rounds. The 10 most important features per expert were collected. We calculated the frequency of the top 10 features and the mean importance score per feature (0-100). The sessions were taped and transcribed verbatim; a thematic analysis was conducted on the qualitative data. Results: In the technology expert panel, applied feedback and feedforward (91.3) and fun (91.3) were found most important (scale 0-100). Together with flexibility and look and feel, these features were mentioned most often (all n=4 [number of experts]; importance scores=41.3 and 43.8, respectively). The experts in the health science expert panels a and b found instructional feedback (95.0), motivating or challenging (95.0), peer rating and use (92.0), motivating feedback (91.3), and monitoring or statistics (91.0) most important. Most often ranked features were monitoring or statistics, motivating feedback, works good technically, tailoring starting point, fun, usability anticipating or context awareness, and privacy (all n=3-4 [number of experts]; importance scores=16.7-95.0). The qualitative analysis resulted in four overarching themes: (1) combination behavior change, technical, and design features needed; (2) extended feedback and tailoring is advised; (3) theoretical or evidence base as standard; and (4) entry requirements related to app use. Conclusions: The results show that a variety of features, including design, technical, and behavior change, are considered important for the effectiveness of physical activity–related apps by experts from different fields of expertise. These insights may assist in the development of an improved app rating scale.
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Background A healthy lifestyle is beneficial for everyone, including students and employees of universities of applied sciences (UAS). Although these groups experience high stress-levels and spent many hours sedentary, only few lifestyle interventions focus on these target groups that potentially could improve their well-being, and physical and mental health. Objective This study explores the lifestyle of students and employees at the Hague UAS using a narrative research method. The study aims to create personas, separate for students and employees, to inform future tailored lifestyle interventions. Methods Semi-structured interviews were conducted with 13 employees (26+ years old; 4 males, 9 females), and 12 students (18-35 years old; 4 males, 6 females, 2 identified as other). Via the storytelling technique[1], participants were asked to describe past situations on lifestyle-related decisions. Two researchers independently extracted stories from the interviews and linked a theme to each story. Analysis involved a cyclic process of constant comparison. The themes were grouped in main themes to create a story web. Thereafter, personas were created for both students and employees. Results Although we are in the midst of analyzing, preliminary distinction can be made between several groups of people. For example, one group tends to be underweight and struggles to maintain a healthy lifestyle. A second group deals with allergies, food intolerances, physical limitations or chronical illnesses. A third group incorporated health in their lifestyle. And a fourth group does not care, has other priorities or has insufficient knowledge about a healthy lifestyle. Conclusion Lifestyle is personal and, therefore, a one-size-fits-all approach for all students and employees is inadequate. In more detail, some people will benefit from social interventions, e.g. setting up a sports competition, others from physical interventions, e.g. nudging the stairs. Our next step is developing tailored lifestyle interventions in co-creation with students and employees.
BACKGROUND: In typically developing children, participation in sports has been proven to be positively correlated to both physical and psychosocial health outcomes. In children and adolescents with a physical disability or chronic disease participation in both recreational and competitive sports is often reduced, while for this population an active lifestyle may be even more important in reaching optimal levels of physical and psychosocial health. Therefore, the aim of the Health in Adapted Youth Sports (HAYS) Study is to determine both negative and positive effects of sports on children and adolescents with a chronic disease or physical disability. METHODS: In this cross-sectional study differences will be compared in regards to physical and psychosocial health, cognitive functioning, school performance, daily physical activity and injuries between children and adolescents with a chronic disease or physical disability who participate in sports and those who do not. Children and adolescents, both ambulatory and wheelchair dependent, in the age of 10-19 years with a physical disability or chronic disease will be included. "Sports" is defined as participation in an organized sport at least two times a week for a duration of 3 months or more prior to the assessment. Parametric and non-parametric statistics will be used to determine the differences between the two groups. DISCUSSION: This study provides insight in the effects of sports participation in relation to health, psychosocial functioning, physical activity and school performance in children and adolescents (10-19 years) with a chronic disease or physical disability. Results will guide healthcare professionals working with these children to better guide this population in reaching optimal levels of health and physical activity levels.
Exercise-friendly Environment Public SpacesOur physical and social environment have a great influence on how people move, whether they are aware of this or not. A public environment in which it is easy to move around can have a preventive effect on people’s health and this way it can make an important contribution to Healthy Ageing. An attractive park is an invitation for people to take a walk or go for a run. A beautiful cycle route through nature is an invitation to go cycling.The way a space that is easy to move around in can affect socialisation also contributes to the quality of life in a neighbourhood and its surroundings. By allowing people to exercise and meet each other, healthcare costs can be cut back and social problems can be reduced. In addition, a dynamic and exercise-friendly natural area makes for an attractive tourist destination, which can contribute positively to a region’s economy.The innovation lab ‘Exercise-friendly Environment Public Spaces’ is aimed at an optimal use of public spaces in order to stimulate an active lifestyle, and with this the economic and social impact on the environment of this space. In the innovation lab knowledge institutions, institutions for healthcare and wellbeing, governments (municipalities, provinces) and housing corporations together with various partners from sports, the catering industry and recreation.
Movebite aims to combat the issue of sedentary behavior prevalent among office workers. A recent report of the Nederlandse Sportraad reveal a concerning trend of increased sitting time among Dutch employees, leading to a myriad of musculoskeletal discomforts and significant health costs for employers due to increased sick leave. Recognizing the critical importance of addressing prolonged sitting in the workplace, Movebite has developed an innovative concept leveraging cutting-edge technology to provide a solution. The Movebite app seamlessly integrates into workplace platforms such as Microsoft Teams and Slack, offering a user-friendly interface to incorporate movement into their daily routines. Through scalable AI coaching and real-time movement feedback, Movebite assists individuals in scheduling and implementing active micro-breaks throughout the workday, thereby mitigating the adverse effects of sedentary behavior. In collaboration with the Avans research group Equal Chance on Healthy Choices, Movebite conducts user-centered testing to refine its offerings and ensure maximum efficacy. This includes testing initiatives at sports events, where the diverse crowd provides invaluable feedback to fine-tune the app's features and user experience. The testing process encompasses both quantitative and qualitative approaches based on the Health Belief Model. Through digital questionnaires, Movebite aims to gauge users' perceptions of sitting as a health threat and the potential benefits of using the app to alleviate associated risks. Additionally, semi-structured interviews delve deeper into user experiences, providing qualitative insights into the app's usability, look, and feel. By this, Movebite aims to not only understand the factors influencing adoption but also to tailor its interventions effectively. Ultimately, the goal is to create an environment encouraging individuals to embrace physical activity in small, manageable increments, thereby fostering long-term engagement promoting overall well-being.Through continuous innovation and collaboration with research partners, Movebite remains committed to empowering individuals to lead healthier, more active lifestyles, one micro-break at a time.
Main goal of the Sport Physical Education And Coaching in Health (SPEACH) Project is to increase awareness and behavioural change in sport professionals and European citizens towards an active and healthy lifestyle.Sedentariness and physical inactivity are a cross-national problem. Therefore, the Project builds upon a strong collaborative-partnership to contribute in solving this problem on the European level and to increase sport and physical activity participation. To achieve this, the project will develop HEPA related educational modules, which will be included into existing education structures in the areas of sport coaching and physical education (PE), in order to stimulate pupils, young athletes and adults towards an active and healthy lifestyle.An innovative aspect of the project is the diversity of partners involved. The consortium consists of ten organizations and actors from seven EU countries in the field of sport, PE and health. The partners involved are national and international sports committees, sport federations and higher educational institutes in the field of sport, PE teacher education and health. Finally, the project is strongly supported by the European Network of Sport Science, Education & Employment (ENSSEE).