Understanding the Acceptability of Health Apps among Adolescents: A Qualitative Study

ACI open Pub Date : 2022-02-04 DOI:10.1055/s-0042-1758461
Elizabeth Chen, K. Muessig, K. Moracco
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Abstract

Abstract Background  Almost all adolescents aged 13 to 17 in the United States have access to a smartphone. While studies have commonly assessed the feasibility or usability of mobile health applications (“apps”), few have examined the acceptability of apps—whether individuals would actually use these health apps in their everyday lives—among adolescent populations. Objectives  This qualitative study aims to understand how adolescents assess the acceptability of health apps in the context of their everyday lives. Methods  Nineteen adolescents in grades 7 through 9 were asked to download a health app before participating in two semi-structured interviews 2 weeks apart. Seven domains from the Theoretical Framework of Acceptability were assessed: affective attitude, burden, ethicality, intervention coherence, opportunity costs, perceived effectiveness, and self-efficacy. A Grounded Theory approach was used to analyze data. Results  The seven acceptability domains plus two additional themes, intervention expectations (what adolescents anticipated given their experiences with other apps) and peer norms (friends' beliefs and attitudes toward the intervention's health topic), were salient. Conclusion  These nine domains of acceptability are relevant to adolescents and should be assessed during health app development by app developers and health researchers to improve adolescents' acceptability perceptions and potentially increase app usage.
了解青少年健康应用程序的可接受性:一项定性研究
在美国,几乎所有13到17岁的青少年都有智能手机。虽然研究通常评估移动健康应用程序(“应用程序”)的可行性或可用性,但很少有研究调查应用程序在青少年人群中的可接受性——个人是否会在日常生活中实际使用这些健康应用程序。本定性研究旨在了解青少年如何在日常生活中评估健康应用程序的可接受性。方法选取19名7 ~ 9年级的青少年,在参加两次半结构化访谈前(间隔2周)下载健康应用程序。可接受性理论框架中的七个领域被评估:情感态度、负担、伦理、干预一致性、机会成本、感知有效性和自我效能。采用扎根理论方法分析数据。结果七个可接受域加上两个额外的主题,干预期望(青少年对其他应用程序的期望)和同伴规范(朋友对干预健康主题的信念和态度)是显著的。结论这9个可接受性领域与青少年相关,应用开发者和健康研究人员应在健康应用开发过程中对其进行评估,以提高青少年的可接受性认知,并有可能增加应用的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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