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. 2017 Aug 2;5(8):e113. doi: 10.2196/mhealth.7177

Table 3.

Summary of all rated app potential requirements. Behavior change techniques or gamification components rated as “fully applied” and “partially applied” were included in the analysis.

App potential requirements Mean (SDa) Range Scale
R1: functions



Tracking functions 4.21 (3.39) 0-11.00 0-16.00

Information functions 3.21 (2.63) 0-8.00 0-12.00

Assessment functions 0.87 (0.98) 0-3.00 0-5.00

Notification functions 1.26 (1.65) 0-5.00 0-5.00

Functions (overall) 9.55 (5.73) 1.00-24.00 0-42.00
R2: behavior change techniques 7.12 (4.46) 1.00-19.00 0-26.00
R3: gamification components



System design 2.20 (1.35) 0.50-4.00 0-7.00

Challenges 0.22 (0.60) 0-3.00 0-3.00

Rewards 0.26 (1.07) 0-6.00 0-6.00

Social influences 1.37 (1.24) 0-5.00 0-11.00

User specifics 0.84 (0.74) 0-4.00 0-4.00

Gamification components (overall) 4.89 (4.21) 0.50-24.50 0-31.00
R4: MARSb scales



Engagement 2.77 (0.78) 1.00-4.73 1.00-5.00

Functionality 3.55 (0.57) 1.75-4.42 1.00-5.00

Aesthetics 3.12 (0.68) 2.00-4.78 1.00-5.00

Information quality 3.24 (0.66) 1.40-4.33 1.00-5.00

Subjective quality 2.65 (0.87) 1.00-4.50 1.00-5.00

App quality 3.17 (0.58) 1.54-4.55 1.00-5.00

aSD: standard deviation.

bMARS: Mobile Application Rating Scale.