Cited by 105Mobile Health and mHealth ApplicationsDigital Mental Health InterventionsPhysical Activity and Health

User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial

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Edney, Sarah, Ryan, Jillian C, Olds, Tim, Monroe, Courtney, Fraysse, François, Vandelanotte, Corneel, Plotnikoff, Ronald, Curtis, Rachel +1 more·2019·Journal of Medical Internet Research

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Abstract

Background: The success of a mobile phone app in changing health behavior is thought to be contingent on engagement, commonly operationalized as frequency of use. Objective: This subgroup analysis of the 2 intervention arms from a 3-group randomized controlled trial aimed to examine user engagement with a 100-day physical activity intervention delivered via an app. Rates of engagement, associations between user characteristics and engagement, and whether engagement was related to intervention efficacy were examined. Methods: Engagement was captured in a real-time log of interactions by users randomized to either a gamified (n=141) or nongamified version of the same app (n=160). Physical activity was assessed via accelerometry and self-report at baseline and 3-month follow-up. Survival analysis was used to assess time to nonuse attrition. Mixed models examined associations between user characteristics and engagement (total app use). Characteristics of super users (top quartile of users) and regular users (lowest 3 quartiles) were compared using t tests and a chi-square analysis. Linear mixed models were used to assess whether being a super user was related to change in physical activity over time. Results: Engagement was high. Attrition (30 days of nonuse) occurred in 32% and 39% of the gamified and basic groups, respectively, with no significant between-group differences in time to attrition (P=.17). Users with a body mass index (BMI) in the healthy range had higher total app use (mean 230.5, 95% CI 190.6-270.5; F2=8.67; P<.001), compared with users whose BMI was overweight or obese (mean 170.6, 95% CI 139.5-201.6; mean 132.9, 95% CI 104.8-161.0). Older users had higher total app use (mean 200.4, 95% CI 171.9-228.9; F1=6.385; P=.01) than younger users (mean 155.6, 95% CI 128.5-182.6). Super users were 4.6 years older (t297=3.6; P<.001) and less likely to have a BMI in the obese range (χ22=15.1; P<.001). At the 3-month follow-up, super users were completing 28.2 (95% CI 9.4-46.9) more minutes of objectively measured physical activity than regular users (F1,272=4.76; P=.03). Conclusions: Total app use was high across the 100-day intervention period, and the inclusion of gamified features enhanced engagement. Participants who engaged the most saw significantly greater increases to their objectively measured physical activity over time, supporting the theory that intervention exposure is linked to efficacy. Further research is needed to determine whether these findings are replicated in other app-based interventions, including those experimentally evaluating engagement and those conducted in real-world settings. Trial Registration: Australian New Zealand Clinical Trials Registry ACTRN12617000113358; https://www.anzctr.org.au/ACTRN12617000113358.aspx

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  • In mobile health and education applications, gamified features increase the frequency and duration of user sessions and reduce dropout rates.

    “For example, in mobile health (mHealth) and education applications, gamified features have been found to increase the frequency and duration of user sessions, as well as reduce dropout rates (Edney et al., 2019; Poondej & Lerdpornkulrat, 2016).”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Edney et al., 2019

    The Results (Daily Active Users; page unavailable) found significantly more daily users in the gamified mHealth app group, supporting increased use. The study did not report session duration or examine education apps. The Results (Nonuse Attrition; page unavailable) found numerically lower dropout in the gamified group, but the between-group difference in time to attrition was not statistically significant. (LLM, conf=0.89)

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  • Streak mechanics specifically interrupt the honeymoon-decline pattern characteristic of subscription services.

    “This finding extends Edney et al. ' s (2019) work on attrition reduction by demonstrating that streak mechanics specifically interrupt the honeymoondecline pattern characteristic of subscription services, converting initial interest into habitual behaviour as theorised by Litvin et al. (2020).”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Edney et al. ' s (2019)

    Edney et al. studied app engagement and nonuse attrition, so the description of their work is broadly apt. However, the Results (Nonuse Attrition; page unavailable) found no statistically significant difference in time to attrition between the gamified and basic apps. The citing sentence presents streak mechanics and the subscription-service honeymoon-decline pattern as its own new finding, not as findings from Edney et al. (LLM, conf=0.85)

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Authors
Edney, S., Ryan, J. C., Olds, T., Monroe, C., Fraysse, F., Vandelanotte, C., Plotnikoff, R., Curtis, R., & Maher, C.
Affiliations
  • University of South Australia (AU)
  • Commonwealth Scientific and Industrial Research Organisation (AU)
  • University of South Carolina (US)
  • Central Queensland University (AU)
  • University of Newcastle Australia (AU)
Corresponding author
Edney, Sarah
Venue
Journal of Medical Internet Research
Published
2019-11-27
Volume
21
Issue
11
Pages
e14645
ISSN
1438-8871 (ISSN-L)
OpenAlex
W2991585848
Cited by
104
References
65
Citations by year
2026: 8 · 2025: 18 · 2024: 12 · 2023: 13 · 2022: 24 · 2021: 23 · 2020: 6
FWCI
18.06
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Journal of Medical Internet Research (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Acquire (CQUniversity) (submittedVersion, cc-by)
  • National University of Singapore (submittedVersion)
  • Figshare (submittedVersion, cc-by)
  • UniSA Research Outputs Repository (University of South Australia) (submittedVersion)
  • NOVA (University of Newcastle Australia) (submittedVersion, cc-by)
Topics
  • Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
Keywords
user engagement, gamification, mobile health, exercise behavior change, superusers, body mass index, age differences, intervention efficacy, accelerometer-measured activity, health behavior change interventions
MeSH terms
Adult, Female, Humans, Male, Middle Aged, Patient Participation, Exercise, Mobile Applications

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