The second generation of the intervention transitioned from a web-based intervention to a mobile app (iOs and Android) and was renamed Aim2Be. For those who do not have a smartphone, Aim2Be has remained accessible as a web-based platform via the internet. Aim2Be became a gamified app that supports children and their families to initiate sustainable behaviors in four primary areas: healthy eating, active living, reducing screen time, and healthy sleeping habits. It retained its focus on linking behaviors with health and living green, as well as adding emphasis on healthy body image and strong self-esteem. While Aim2Be retained some core elements from the LiGHT program, it 1) became strongly grounded in theories of behavior change (i.e., being family-based, supporting the development of self-regulatory skills at both the individual and familial levels, and enhancing self-efficacy through graded tasks) [10 (link), 11 (link), 19 (link), 33 ]; 2) integrated principles of maintenance of health behaviors and as such it included self-regulatory processes that support intrinsic motivation [34 (link)–38 (link)]; 3) integrated gamification practices, which are designed to maximize both enjoyment and motivation [39 (link)]; 4) recognized the importance of body image and self-confidence in lifestyle management; 5) used the mHealth context to support self-regulatory processes [40 (link)]; 6) aligned with best clinical practices and guidelines in three areas (including a) the treatment of childhood obesity in Canada as it aligns with the curriculum of Canadian Weight Management programs (e.g., being family based, multi-behavioral, and focused on supporting skill development at the individual and familial levels); b) clinical guidelines for the management of childhood obesity as it integrates the central elements that need to be incorporated in these interventions (e.g., family focused, focused on improving lifestyle behaviors, skill based support) [41 (link)]; and c) Canadian health recommendations including the Canadian 24 Hour Movement Guidelines [42 (link)] and Canada’s Food Guide [43 ]); and 7) was designed specifically with and for children and their families (see details below).
Aim2Be was iteratively and incrementally developed. The first version of Aim2Be (v1) was field tested for 4.5 months among 301 teens between 14- and 17-years old and 315 parents. The quantitative evaluation revealed that teens who were moderately and/or highly engaged in the app (> 30 min of app usage) as compared to those with low engagement (≤ 30 min of app usage) significantly increased their motivation and self-efficacy to improve their dietary habits (i.e., limit sugar-sweetened beverages and increase intake of fruits and vegetables) and sedentary behaviors (i.e., limit screen time). At 4.5 months, children significantly increased their previous day’s intake of fruits and vegetables, decreased their consumption of 100% fruit juice, and reduced their screen time. In addition, parents who were more engaged with Aim2Be v1 reported significant improvements in the children’s dietary behaviors (i.e., increased intake of fruits and vegetables and decreased intake of sugar-sweetened beverages). Additionally, multiple rounds of qualitative evaluations were conducted among 36 teens/preteens and 24 parents. The qualitative evaluations included both focus groups and 2-week prototype testing, followed by semi-structured interviews. The results of these evaluations led to numerous improvements in Aim2Be including clarifying the overall purpose of Aim2Be, supplementing the tracking and check-in sections, adding more engaging features, and syncing the app with physical activity monitoring (i.e., Fitbit).
The conceptual framework of Aim2Be is shown in Fig.
Conceptual framework of Aim2Be