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. 2021 Dec 16;9(12):e29098. doi: 10.2196/29098

Table 1.

Perception of factors influencing engagement with health apps.

COM-Ba model component, TDFb construct, and factors Description
Psychological capability

Knowledge


User guidance Instructions on how to effectively use a health app


Statistical information A visual or numerical summary of progress or quantification of the behavior


Health information Educational information related to health and well-being aspects

Memory, attention, and decision processes


Reduced cognitive load The app is not too time-consuming, is easy to use, and requires minimal input


Reminders Preferably customizable notification-type messages

Behavior regulation


Self-monitoring The ability of the app to support self-regulation of the target behavior


Routines The ability to support routine or habit formation


Safety netting Retaining the app for a potential upcoming event in the future


Stepping-stone App as a first step in the behavior change process
Physical opportunity

Environmental resources


Tailoring Innovative features, adaptability, and interactive and 2-way communication between the app and user
Social opportunity

Social influences


Peer support Including social interaction with users with similar needs within the app or within their community; a choice to connect to social media platforms, competitions, and challenges with others or with themselves


Social support (practical) Possibility to contact health professionals and practitioners within the app
Reflective motivation

Beliefs about capabilities


Self-confidence Perceived capability to change one’s behavior using an app

Goals


Goal setting Establishing what the user would like to achieve


Action planning Establishing how the user would like to achieve set goals

Beliefs about consequences


Commitment The level of commitment while engaging with an app to change the behavior and achieve set goals
Automatic motivation

Reinforcement


Feedback Feedback regarding the user’s performance


Rewards Tangible (eg, objects and discounts) and intangible (eg, badges and certificates) rewards in response to the user’s effort and gamification elements


Encouragement Additional ways to provide reinforcement (eg, encouraging messages)

Emotions


Positive emotions Triggered by the included user guidance, statistical information, additional health information, embedded professional support, community networking possibilities, tracking features, and rewards


Negative emotions Triggered by lack of user guidance, invasive push notifications, cognitive overload, and unrevealed in-app costs


Mixed emotions Triggered by reminders

aCOM-B: Capability, Opportunity, Motivation–Behaviour.

bTDF: Theoretical Domains Framework.