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. 2023 May 25;11:e39649. doi: 10.2196/39649

Table 1.

Study characteristics.

Study and year Location, N, and design Sex (%) Age (years) Health targets and measures Technology and
procedures
Outcomes
Echeazarra et al [17], 2021
  • Location: Spain

  • N=112

  • Design: 2-year RCTa

Female: 42 Mean 52.1 BPb
  • Tensiobot (telegram app)

  • Reminders to check BP

  • Education on how to properly check BP using videos

  • Warnings and graphic feedback on BP

  • GPsc can connect with the app to access patient data

  • Advice offered 24/7

  • No significant differences in adherence between groups

  • Bot group had higher levels of knowledge on good practice skills for BP (t=2.11; df=82.3; 95% CI 0.39-12.6; P<.05)

  • Measurements (P<.05)

  • Bot found to be acceptable/likable

  • Adherence after intervention: 85%

Griffin et al [19], 2021
  • Location: United States

  • N=15

  • Design: mixed methods questionnaires with semistructured interviews qualitative

Female: 53 Mean 59 (SD 11) BP
  • Theoretical discussion around chatbots for hypertension medication management

  • Most patients were interested in and open to trying a chatbot for hypertension medication management and reminders

  • Privacy concerns and usability with mobile phones

Larbi et al [20], 2021
  • Location: Switzerland

  • N=30

  • Design: feasibility study

Female: 50 Range 18-69 PAd
  • MYA social media chatbot

  • Perceptions of usefulness and informativeness: 53%

  • User friendly: 83%

  • Failed to understand user input: 63.3%

  • Potential confusion with using the technology 43.3%

Lin et al [27], 2021
  • Location: Taiwan

  • N=96

  • Design: factorial experimental study with 4 arms

Female: 53 Mean 21.5; range 18-42 PA (core muscle exercise)
  • VRe avatar

  • Increase in PA (vector movement) of 986.7 (SD 1.03) points in in normal realistic avatar relative to muscular avatar

  • Higher self-efficacy for core muscle exercise in normal avatars vs muscular avatars in female participants (+0.66, SD 0.1 points) and higher levels than in male participants (+0.9, SD 0.2 points)

  • P<.05

Dol et al [37], 2021
  • Location: The Netherlands

  • N=71

  • Design: qualitative study

Female: 100 Mean 44.4 (SD 12.86); range 19-70 Emotional eating
  • Conversational coach for emotional eating

  • The design of the conversational coach should integrated dialectal behavioral coaching strategies, as preferred by participants with emotional eating behavior

Lin et al [27], 2021
  • Location: Taiwan

  • N=104

  • Design: experimental design study

Female: 50 Mean 70.39 (SD 6.51); range 60-88 PA perceived exertion
Self-efficacy
  • Assigned to either age-matched or young avatars for PA Theory: Proteus effect of avatar embodiment

  • Watched videos in a digital gym where they exercised

  • Wore a head-mounted display

  • Older male participants assigned to young avatars had higher perceived exertion than counterparts assigned to older ones (+1.56, SD 0.31 points; male participants only)

  • Female participants assigned to young avatars had higher self-efficacy for future exercise than counterparts (+0.45 points) and male participants

  • P<.05

Maher et al [13], 2021
  • Location: Australia

  • N=31

  • Design: proof-of-concept study

Female: 67 Range 45-75 PA, Mediterranean diet, and weight
  • AIf Paola chatbot teaches users about exercise and uses BCTsg, including goal setting, self-monitoring, and feedback

  • Mean increase in diet score: 5.7 (95% CI 4.2-7.3)

  • Mean PA increase: 109.8 min (95% CI 1.9-217.9; P<.01)

  • Mean weight loss: 1.3 kg (95% CI −2.5 to −0.7; P<.05)

  • P<.01

  • No significant changes in blood pressure

Hickman et al [40], 2021
  • Location: United States

  • N=109

  • Design: 2-arm RCT

Female: 59 Mean 52 (SD 11) Hypertension, quality of the physician-patient interaction
  • Avatar intervention or video on hypertension management

  • Scores for the quality of the patient-provider interaction were better over time (F3=5.25; P<.01) in the within-subjects analysis along with a time by experimental condition interaction (F3=2.91; P<.05)

  • Between-subject effects per treatment were insignificant

  • No significant changes in blood pressure

Napolitano et al [49], 2021
  • Location: United States

  • N=136

  • Design: feasibility study (12 weeks)

Female: 100 Mean 27.8 (SD 5.4) Weight, diet, and PA; exercise self-efficacy
  • Conversational coach gave lessons on health behaviors

  • No significant results were found for differences in weight, PA, or consumption of fast food between the intervention arm and control groups

  • High attrition 44%

  • Goal achievement for nutrition <10%

Santini et al [55], 2021
  • Location: Austria, Italy, and Netherlands

  • N=60 (2 waves)

  • Design: qualitative study with focus groups and phone interviews

Female: 53.3% wave 1; 51.6% wave 2 Mean 61.9 Health behaviors, diet, and PA
  • Embodied coach for diet and PA

  • Desire for the avatar to motivate older adults to exercise

  • Supportive tone and language that is not authoritarian or patronizing

Krishnakumar et al [44], 2021
  • Location: India

  • N=102

  • Design: pre-post intervention (1 arm)

  • 16 weeks

Female: 31.4 Mean 50.8 Diabetes (blood sugar), diet, PA, and weight (logged)
  • Wellthy CARE mobile app

  • The use of the Wellthy CARE digital therapeutic for patients with T2Dh showed a significant reduction in the mean levels of HbA1ci −1.16% (95% CI −1.40 to −0.92; P<.01); FBGj (−11 mg/dL), and PPBGk (−22 mg/dL); P<.05

  • Weight decreased by 1.32 kg (95% CI −0.63 to −2.01 kg) after 16 weeks

Dhinagaran et al [36], 2021
  • Location: Singapore

  • N=60

  • Design: one arm web-based feasibility stud

Female: 62 Mean 33.7 Diet, PA, sleep, and stress
  • Chatbot for diabetes prevention, diet, exercise delivered over Facebook Messenger (Meta Platforms Inc)

  • Engagement: 50%

  • Retention: 93%

  • Satisfaction: high at 92%

  • 50% agreed that the chatbot was acceptable and usable

  • No significant changes in health behaviors including PA

  • Minimal improvement in diet: increase in fruit intake (3 portions) by 4% and vegetables once per day by 2%

To et al [61], 2021
  • Location: Australia

  • N=116

  • Design: quasi-experimental study (6 weeks)

Female: 81.9 Mean 49.1 (SD 9.3) PA
  • Fitbit plus a chatbot in the Messenger app

  • Usability score: 89.4%

  • Desire to continue using: 35.4%

  • Helped them: 53%

  • Mean PA increase: 154.2 min/week (95% CI 2.28-5.63)

  • OR for meeting PA guidelines: 6.37 (95% CI 3.31 to 12.27)

  • Mean steps/day increase: 627 (95% CI 219 to 1035)

Mitchell et al [48], 2021
  • Location: United States

  • N=158

  • Design: mixed methods survey with qualitative interviews study

Female: 100 Mean 56 (SD 11) intervention; 57 (SD 11) control Diabetes
  • Avatar for diabetes self-management

  • Avatars provide support for diabetes self-management via 3 areas (self, social, and physical) that are linked with engagement

Strombotne et al [58], 2021
  • Location: United States

  • N=590

  • Design: quasi-experimental study

Female: 11 Mean treatment=58.1; control=57.7 Diabetes and risk factors
  • Conversational coach and ketogenic diet

  • BP decrease (systolic): 1.4 mm Hg (95% CI −2.72 to 0.14)

  • Diastolic BP levels decreased: −1.43 (95% CI −2.72 to −0.14) mm Hg

  • HbA1c decreased: −0.69 (95% CI −1.02 to 0.36)

  • Diabetes medication fills: −0.38 (95% CI −0.49 to −0.26)

  • BMI: −1.07 (95% CI −1.95 to −0.19) kg/m2

Alves Da Cruz [31], 2020
  • Location: Brazil

  • N=27

  • Design: cluster randomized crossover trial

Female 48.1 Mean 63.4 (SD 12.7) HRl, BP, and RRm
  • Avatars with exergames for PA in patients undergoing cardiovascular rehabilitation

  • Increase in HR (z=82.8; P<.01) and RR (z=12.9; P<.01) during and (5 min) after exergame

  • Changes in systolic BP but not diastolic with differences within moments z=11.26 (P<.01)

  • With no statistical significance between groups

Kowalska et al [43], 2020
  • Location: Poland

  • N=249

  • Design: cross-sectional study

Female: 36.5 Mean 65.3 (SD 13.8) CVDn
  • Telehealth voice technology with health professionals and voice conversational agent

  • High desirability for telehealth consultations with a cardiologist combined with a conversational agent

  • Desirability for telemonitoring of vitals: 67.5%

  • 70.7% wanted a consultation with a cardiologist remotely

Piao et al [51], 2020
  • Location: South Korea

  • N=106

  • Design: Exploratory Randomized Controlled Trial

  • 12 weeks

Female: 56 intervention; 57 control Range 20-59 Health behaviors (diet and exercise); SRHIo
  • Lifestyle coaching chatbot

  • Informed by habit formation

  • Cues and goals

  • Significant improvement in health behavior

  • The intervention group had higher scores on the SRHI of 7.12 (SD 5.57) with P<.05 at 4 weeks; no significant differences between groups at 12 weeks, PA remained higher after 12 weeks (P<.05)

Naylor et al [50], 2020
  • Location: United States

  • N=20

  • Design: pilot study

N/Ap Mean 8.4 (SD 1.3) VO2 (mL × kg–1 × min–1) using indirect calorimetry questionnaire on liking and motivation
  • Children played tennis with their friend and an avatar

  • Increased VO2 during game play in both cooperative (3.8 + 1.8 mL × kg-1 × min-1) and competitive play (4.4 +1.8 mL × kg-1 × min-1) compared with resting condition (P<.01)

  • Children liked exercising more in cooperative games than in competitive games (P<.01)

  • No differences between game styles in motivation for PA (P>.05)

Hahn et al [39], 2020
  • Location: United States

  • N=42 (child and parent dyads [n=40 completed baseline and follow-up measures])

  • Design: pilot intervention

Female (children): 55.2 Treatment: mean 8.06 (SD 1.10); control: mean 7.5 (SD 1.38) PA using Fitbit and self-report on motivation for PA Children wore Fitbit with a personalized dog avatar for socializing and support (digital fitness kiosk); theory informed (social cognitive theory)
  • Completion rate: 81.63%

  • Mean number of PA goals reached: 3.28

  • Mean time playing with pets: 20.35 min

  • Mean number of active min: 66 min (no statistical significance was found)

Navarro et al [24], 2020
  • Location: United States

  • N=305

  • Design: 3-arm RCT

Female: N/A Mean 20.0 (SD 2.2); range 18-37 Cardiac frequency, step counts, accelerometer, and HR monitor
  • Randomly assigned to avatars embodying them (same face) or different from them (strangers)

  • Avatars wore normal clothes or gym clothes

  • Higher cardiac output (frequency) from 6 to 12 min in users of avatars that had a similar appearance (face)

  • Higher output in users with avatars that additionally wore sports clothing at 6-7 and 10-minute periods

  • Support for the Proteus effect hypothesis

  • No changes in step count

Davis et al [16], 2020
  • Location: Australia

  • N=28

  • Design: pilot single-arm study

Female: 68 Mean 56.2 (SD 8); range 45-75 Diet: Mediterranean diet adherence tool. Weekly log for diet and step count; activity tracked using a wrist worn tracker (Garmin) that syncs with Paola. Minutes of moderate to vigorous PA assessed with Active Australia Survey
  • Conversational assistant Paola for diet and PA consisted of educational modules, weekly check-ins, and 24/7 availability for PA and diet questions

  • 12-week pilot

  • Assisted with increasing PA (step goal achieved 59% of the time)

  • Adherence to diet: 91%

Navarro
et al [23], 2020
  • Location: Spain

  • N=42

  • Design: 3 arms—2 avatars vs control

Female: 100 Mean 31.9 (SD 11.7); range 19-61 PA, IPAQq, self-efficacy to regulate exercise, and PA enjoyment scale (PACESr)
  • Avatar: ideal (perfect body) or normal (matching the participant) and web-based intervention without the avatar

  • Increased PA in all groups (F1,39=15.8; P<.01; web-based intervention effects)

  • No effects of time by avatar assignment, ie, interaction

Balsa et al [32], 2020
  • Location: Portugal

  • N=20

  • Design: usability study with qualitative interviews

Female: experts 88.9%; end users 27.3% Mean 62.62; mean end users 70.9; mean experts 54.3 Usability of the app for diabetes medication adherence and improving lifestyle behaviors, diet, and PA
  • The conversational coach resembles a human

  • Integrated BCTs: goal setting, self-monitoring, feedback, and social support/counseling

  • Usability score: 73.75 (SD 13.31) (indicates high usability of the coach)

Chin et al [35], 2020
  • Location: United States

  • N=15

  • Design: feasibility study

Female: 60% Mean 67 (SD 5.84) PA
  • Health coach for PA

  • As part of a PA program using a Google Home device (Google LLC)

  • Usability was high

  • 80% of the participants did not experience challenges when interacting with the conversational coach

Fadhil et al [18], 2019
  • Location: Italy

  • N=19

  • Design: validation study (4 weeks)

Female: 42 Mean 28.5; range 19-53 Diet and PA questionnaires via chatbot and motivation (HAPAs)
  • CoachAI text based conversational agent

  • Tailored coaching for habits

  • Participants were satisfied with the agent

  • High trust to share personal information to the coach

Ahn et al [30], 2019
  • Location: United States

  • N=67

  • Design: field study (3 days)

Female: 61.19 Mean 11.24 (SD 0.85); range 9-13 PA and basic psychological needs
  • Use of a digital dog, with and without a points-based reward system

  • Higher levels of PA in the rewards points group briefly versus control (F1,58=5.32; P<.05)

  • No significant effects on PA over time

Stephens et al [26], 2019
  • Location: United States

  • N=23

  • Design: feasibility study

Female: 57 Mean 15.2; range 9.7-18.5 Weight management; pre-diabetes
  • Tess text-based chatbot counsellor for healthy behavior change usability assessed with progress toward goals and engagement

  • Usefulness rate: 96%

  • Progress toward goals frequency: 81%

Srivastana et al [57], 2019
  • Location: United States

  • N=10

  • Design: usability study

Female: 70 Range 44-67 Prediabetes
  • The web-based module used to support diabetes prevention education and a mobile app that is an electronic diary and a coach

  • Success of modules 60% as they meet weight loss of 5%

  • Compliance with dietary recommendations: 59%-87%

  • Compliance with PA: 52%-93%

Thompson et al [59], 2019
  • Location: United States

  • N=27

  • Design: pilot feasibility study

Female: 73 (teens) Range 10-15 Diabetes
  • Conversational agent with human features

  • Conversations around diabetes education

  • Attrition: low (<10%)

  • High satisfaction: >80%

  • Technical issues<10%

  • Teens and families had a positive experience

Thompson et al [29], 2018
  • Location: United States

  • N=48

  • Design: laboratory-based study

Female: 50 Range 12-14 PA
  • PA exergame with an avatar coach

  • Completion: 87.5%; teens enjoyed the game (mean enjoyment score 68%)

  • Vigorous PA during 74.9% of the game

Duncan-Carnesciali et al [38], 2018
  • Location: United States

  • N=198

  • Design: cross-sectional, survey-based design using quantitative and qualitative paradigms

Female: 97.5 Range 26-76 Diabetes
  • Avatar for diabetes management

  • Ethnicity including Arab or Middle Eastern, Asian, and White or European descents as well as age were significantly associated with an excellent rating of the video with P<.05

Klaassen et al [42], 2018
  • Location: N/A

  • N=21

  • Design: usability study

Female: 52 Mean 13.9 Diabetes
  • Conversational coach game with feedback

  • Integrates BCTs including information on consequences

  • Usability index of 44.18 (SD 21.18; low)

Sinoo et al [56], 2018
  • Location: Netherlands

  • N=21

  • Design: experimental study

Female: 37 Mean 9.2 (SD 1.1) Diabetes self-management
  • Avatar for gameplay and diabetes self-management vs robot

  • Preference for the robot (mean friendship score 4.0, SD 0.6) over the avatar (mean friendship score 2.9, SD 0.7) as a companion

  • Usability moderate: 58.7 (SD 24.5)

  • Similarity of avatar to robot led to greater friendship (P<.01)

Tongpeth et al [62], 2018
  • Location: Australia

  • N=22 (development of the application)

  • N=10 (feasibility testing)

  • Design: pilot feasibility

Female: 10 Mean 52.2 (SD 10.4) Cardiovascular: acute coronary syndrome management
  • An interactive, avatar-based education application for improving patients’ knowledge of, and response to, acute coronary syndrome symptoms

  • Symptom recognition increased: 24%

  • Satisfaction: 87.3%

  • Knowledge increase: 15.7%

Friedrichs et al [63], 2014
  • Location: Netherlands

  • N=958

  • Design: 3-arm RCT

Female: 60.4 Mean 42.9 (SD 14.5) PA; Dutch Short questionnaire
  • Avatar with a web intervention or a digital web-based text condition versus control

  • Significant increases in PA in the intervention arms versus control with B=0.39 in the avatar arm and B=0.44 in the text arms (P<.05)

  • No differences between the text arm or the avatar arm for PA

Stein et al [25], 2017
  • Location: United States

  • N=70

  • Design: longitudinal observational study

Female: 74.5 Mean 47 (SD 1.8); range 18-76 Weight and dietary intake
  • Lark Weight Loss Health Coach (participants were a part of a diabetes prevention weight loss program)

  • Advice on dietary intake and PA

  • BCTs used include motivation, encouragement, reminders, and education

  • 31% increase in healthy eating

  • Mean weight change: −2.4 kg (SE 0.82; 95% CI −4.03 to −0.77)

Thompson [66], 2016
  • Location: United States

  • N=48 (round 1)

  • N=43 (round 2)

  • Design: mixed methods survey with qualitative interviews

Female: 50 Range 12-14 Preferences for a PA intervention
  • Exergame with a self-representation avatar

  • Desired gameplay with the avatar that could be controlled by eliciting the desired action: 62.5% male and 58.3% female

  • Personalized avatar: 41.7%

  • Most common avatar features to be customized:

  • Body: 95.8%

  • Clothing: 93.8%

  • Hair color: 87.5%

Behm-Morawitz et al [33], 2016
  • Location: United States

  • N=90, female=100% (the 2 male participants were excluded)

  • Design: qualitative research and RCT

Female: 100 Range 18-61 Weight and PA self-efficacy
  • Avatar (embodied) and video game to promote PA

  • Findings support the use of the avatar for weight management t18=2.15 (P<.05) with the intervention losing 1.75 lbs versus 0.91 lbs in the control

  • No effects on dietary self-efficacy

  • Strong correlation with avatar sense of self-presence and confidence in meeting health goals (r=0.95; P<.01)

  • Themes: avatar benefits include motivation and assisting with self-efficacy for PA

  • Barrier: games are not for everyone

Kuo et al [45], 2016
  • Location: Taiwan

  • N=76

  • Design: 2-arm intervention in laboratory

Female: 63.15 Mean 21.2 Eating behavior observed in laboratory
  • Avatar that embodied the participants or was a weight-reduced (thinner) version of them

  • Avatars that embodied a thinner version of the participants shaped eating behaviors more compared with identical self-avatars; including selecting less ice cream (Cohen d=0.35; F1,73=7.8; P<.01) and opted for sugar free drinks (Cohen d=0.29; F1,73=6.0; P<.01)

Ruiz et al [54], 2016
  • Location: United States

  • N=41

  • Design: laboratory study

Female: 0 Mean 64 (SD 7) Cardiovascular behavioral risk factors (diet and exercise)
  • Avatar vs a voice (nonanimated) for behavior change linked with CVD

  • Avatar increased intentions (+1.56 points) to improve lifestyle behaviors relative to controls (Cohen d=0.77 P<.01; t36=2.48)

  • Differences in confidence to change risk of heart disease was nonsignificant

LeRouge et al [14], 2015
  • Location: United States

  • N=41

  • Design: user-centered design, 3 phases with focus group and interviews

N/A Teenagers: 12-17 Perceptions of the avatar for diet and exercise
  • Interactive avatar coach

  • Desire for a fun human-like interaction

  • Desire for a lifestyle coach and personal embodiment avatar and an authoritarian one

  • Desire for customization of the avatar

  • Advice on activity on the go and meals when eating at home

  • Goal setting

  • Technical issues could be a barrier including the internet

Thomas et al [28], 2015
  • Location: United States

  • N=37

  • Design: feasibility and usability study with pre-post test

Female: 100 Mean 55.0 (SD 8.2) Weight-related eating behaviors
  • Conversational coach for weight (focuses on dietary intake and managing eating behaviors)

  • The coach assisted with perceptions of increased self-control over eating (confidence to control eating: +1 point (SD 0.2; P<.01) and skills for controlling eating +0.7 points (SD 0.1; P<.01)

Ruiz et al [53], 2014
  • Location: United States

  • N=150

  • Design: RCT

Male: 100 Mean 62 (SD 7.9) Diabetes (knowledge)
  • Computer program with an avatar to increase diabetes knowledge and medication (adherence)

  • There were no significant differences between the intervention group and control group in terms of knowledge, with P=.95

  • Satisfaction levels were higher in the digital intervention group (F4=3.11; P<.01)

Li et al [46], 2014
  • Location: Singapore

  • N=140

  • Design: factorial design experiment

Female: 41 Range 9-12 PA attitudes, motivation, and game performance
  • Assigned to varying avatars (normal and overweight)

  • Healthy weight avatars linked with greater scores in motivation for Nintendo exercise (F1,134=5.49; P<.05 [boys]) attitude, and performance (F1,134=2.27; P<.05 [girls])

Napolitano et al [22], 2013
  • Location: United States

  • N=128 (phase I) N=8 (phase 2)

  • Design: mixed methods (pilot usability testing) study with interviews

Female: 100 Mean 34.1 (SD 13.0); range 18-60 (phase 1) Weight, PA [14], and weight self-efficacy; satisfaction; preferences survey and interviews
  • Avatar for diet and exercise

  • Informed by social cognitive theory

  • Behavioral modeling

  • Targeted self-efficacy

  • 4 weeks

  • The avatar helpful: 87.5%

  • Mean weight loss after 4 weeks: 1.6 (SD 1.7) kg

  • All women found that it helped with their diet and exercise

  • Most were interested in the avatar

Bickmore et al [34], 2013
  • Location: United States

  • N=122

  • Design: 4-arm RCT (2 months)

Female: 61 Mean 33.0 (SD 12.6); range 21-69 Diet (NIHt/NCIu fruit and vegetable scan) and PA (IPAQ)
  • Animated counselor

  • for diet and PA (separate and combined)

  • No significant differences between groups in PA after adjustment

  • Fruit and vegetable servings significantly increased in the diet arm (F3,103=4.52; P<.01)

  • No significant differences in weight or PA between groups

  • Likability: Karen was perceived as nice by 35% of the participants

  • 50% of the participants found Karen helpful

Johnoson-Glenberg et al [41], 2013
  • Location: United States

  • N=19

  • Design: pilot feasibility study (pre-post study)

N/A Grades 4-12 (ages 9-18) Diet (nutrition and food choice test and knowledge)
  • Diet and exercise game (exergame) with an alien interactive coach

  • Differences in dietary knowledge of nutrition pre and post intervention (t=4.13; P<.01) and knowledge of the My Plate content in the study (t=3.29; P<.01)

Ruiz et al [52], 2012
  • Location: United States

  • N=30

  • Design: comparative pilot with three arms (with randomization) intervention

N/A N/A PA
  • 3D avatar-based VR intervention

  • Participants completing a 3D VR intervention mediated by avatars resembling the participants showed significant improvement in PA (P<.05)

  • No significant effects of the intervention on obese or overweight participants

Mestre et al [47], 2011
  • Location: France

  • N=6

  • Design: laboratory experimental study

N/A Range 19-25 PA enjoyment
  • Digital coach paced participants in a VR bicycling setting

  • The VR coach and VR cycling were associated with higher levels of PA enjoyment (F2,10=13.24; P<.001) in the feedback group

aRCT: randomized controlled trial.

bBP: blood pressure.

cGP: general practitioner.

dPA: physical activity.

eVR: virtual reality.

fAI: artificial intelligence.

gBCT: behavior change technique.

hT2D: type 2 diabetes.

iHbA1c: hemoglobin A1c.

jFBG: fasting blood glucose.

kPPBG: postprandial blood glucose.

lHR: heart rate.

mRR: respiratory rate.

nCVD: cardiovascular disease.

oSRHI: Self-Report Habit Index.

pN/A: not applicable.

qIPAQ: International Physical Activity Questionnaire.

rPACES: physical activity enjoyment scale.

sHAPA: Health Action Process Approach.

tNIH: National Institutes of Health.

uNCI: National Cancer Institute.