Alimenté par : Claudia (ADFI Alsace)
Cet outil s'appuie sur PubMind
Un accès direct à la littérature scientifique via la base PubMed permettant de faciliter la veille sur les enjeux complexes de la santé mentale et du fait religieux : de la neuroscience des croyances à l'étude des abus spirituels, en passant par la prise en charge des traumatismes et des processus de déconversion.
Dernière synchronisation le 06/06/2026
JMIR Mhealth Uhealth . 2025;13 :e59041
BACKGROUND: Research about the engagement of adolescents with mobile health (mHealth) interventions is scarce, while it is generally assumed that the engagement affects the intervention efficacy.OBJECTIVE: Using an mHealth intervention that targets the general population of adolescents to promote healthy behaviors (physical activity, low sedentary time, adequate sleep, and taking breakfast) and mental health, we aimed to investigate (1) how adolescents engage with the intervention, (2) which engagement styles can be identified and how these differ according to personal characteristics, and (3) which style of engagement predicts behavior change. The intervention used, #LIFEGOALS, includes self-regulation techniques, a support chatbot, narrative videos, and gamification, brought together in an app coupled to an activity tracker.METHODS: Logged usage data and self-reports of experience with #LIFEGOALS were collected from 159 adolescents (mean age 13.54, SD 0.95 years) over a 12-week intervention period and used to describe behavioral and experiential engagement with the intervention components over time. Baseline data on sociodemographic variables, mental health, and behavioral determinants were explored as determinants of engagement and were used to characterize engagement styles that were identified through exploratory cluster analysis on the frequency of usage of the components. Linear mixed-effects regression was used to analyze the effect of engagement style on health behavior change.RESULTS: Average time in the app was 26 minutes (SD 26) over the 12-week period, with usage decreasing substantially after the first week. The use of self-regulation techniques and gamification was strongly interrelated (0.65