Table 4.
Impact of IT platforms and theories of health behavior (Yes=positive impact, No=no impact).
| Behavior theory | Impact of IT platforms, n (%) | |||||||||||
| Internet | Mobile | Social media | Tele-monitoring | Video game |
|
|
||||||
| Yes | No | Yes | No | Yes | No | Yes | No | Yes | Total yes | Total no | Total | |
| Biomedical theory (chronic model) |
1 (1) |
|
|
|
|
|
1 (6) |
|
|
2 (1) |
|
2 (1) |
| Behavioral learning theory | 2 (2) | 1 (1) |
|
|
|
|
|
|
|
2 (1) | 1 (1) | 3 (2) |
| Communication (social support theory) |
4 (5) | 1 (1) | 1 (2) |
|
1 (6) | 1 (6) |
|
|
|
6 (4) | 2 (1) | 8 (5) |
| Cognitive theory (TPB, SOC, TTM, self-efficacy, information motivation, and behavioral skill) |
36 (42) | 4 (5) | 12 (27) | 1 (2) | 2 (13) |
|
1 (6) |
|
2 (33) | 53 (31) | 5 (3) | 58 (34) |
| Self-regulatory | 5 (6) | 1 (1) |
|
|
2 (13) |
|
|
|
1 (17) | 8 (5) | 1 (1) | 9 (5) |
| Total of used theory | 48 (56) | 7 (8) | 13 (29) | 1 (2) | 5 (31) | 1 (6) | 2 (2) |
|
3 (50) | 71 (42) | 9 (5) | 80 (47) |
| Theory not reported | 27 (31) | 4 (5) | 28 (64) | 2 (5) | 8 (50) | 2 (13) | 14 (78) | 2 (11) | 3 (50) | 80 (47) | 10 (6) | 90 (53) |
| Total | 75 (87) | 11 (13) | 41 (93) | 3 (7) | 13 (81) | 3 (19) | 16 (89) | 2 (11) | 6 (100) | 151 (89) | 19 (11) | 170 (100) |