Table 1.
Characteristic | App (n = 9), n (%) 1 |
---|---|
Focus or target | |
Increase happiness or wellbeing | 9 (100) |
Behavior change | 8 (88.9) |
Entertainment | 8 (88.9) |
Goal-setting | 7 (77.8) |
Theoretical background or strategies | |
Assessment | 6 (66.7) |
Feedback | 5 (55.6) |
Information/Education | 9 (100) |
Monitoring/Tracking | 6 (66.7) |
Goal-setting | 7 (77.8) |
Advice/Tips/Strategies/Skills training | 7 (77.8) |
CBT–Behavioral (positive events) | 6 (66.7) |
Gratitude | 7 (77.8) |
Strengths-based | 5 (55.6) |
Age group | |
Children (under 12 years) | 3 (33.3) |
Adolescents (13–17 years) | 7 (77.8) |
Young adults (18–25 years) | 7 (77.8) |
Adults | 7 (77.8) |
Technical aspects of app | |
Allows sharing (Facebook, Twitter, etc.) | 2 (22.2) |
Allows password-protection | 3 (33.3) |
Requires login | 3 (33.3) |
Sends reminders | 5 (55.6) |
1 More than one could be applicable; therefore, percentages do not add to 100%.