Sedentary behaviour among children and how to foster a change of habits with the support of digital services and behaviour change techniques
Sammanfattning: Physical activity and its significance for health have long received much attention. In recent times, sedentary behaviour and its health consequences have also been raised. Sedentary behaviour has recently grown among people all over the world, as a consequence of changing behaviour due to increasing access to digital devices and new means of transport. Sedentary behaviour has also found its way down with age and has become a growing problem even among children. In Sweden, children move less and less and the number of active children in club sports is decreasing. This study was conducted at Telia Company in collaboration with a team called xLABS, part of Division X that is responsible for new business development. The aim of the study was to see if there was any innovation opportunity based on a study of behaviour change techniques (BCTs) to reduce sedentary behaviour among children. The target group was families with children aged 6-11 in Sweden. Based on a literature study, a questionnaire survey with parents and interviews with parents of children in the specific age range, two concepts for an app, Active and Parental Network, have been developed. The two concepts fulfil different customer requirements, and both have the potential to reduce sedentary behaviour among children. Active is aimed at the whole family with a focus on activating the children physically, while Parental Network is aimed at parents and has a focus on rules and activities. The two concepts were developed based on customer requirements found and have been related to literature within BCTs and habits. In addition to the concepts, conclusions have been drawn regarding what is required to motivate and engage children, what techniques parents use and which BCTs could be beneficial to include in a service to reduce sedentary behaviour. To motivate and engage the children, the app should enable common goals for the family so that parents can lead by example, rewards for achieved goals and a game function to make it a more fun experience.
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