Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/34492
Appears in Collections:Management, Work and Organisation Journal Articles
Peer Review Status: Refereed
Title: Football Fandom as a Platform for Digital Health Promotion and Behaviour Change: A Mobile App Case Study
Author(s): Fenton, Alex
Cooper-Ryan, Anna Mary
Hardey, Mariann (Maz)
Ahmed, Wasim
Keywords: fandom
gamification
football
mHealth
mobile apps
digital
health
promotion
Issue Date: Jul-2022
Date Deposited: 12-Jul-2022
Citation: Fenton A, Cooper-Ryan AM, Hardey M( & Ahmed W (2022) Football Fandom as a Platform for Digital Health Promotion and Behaviour Change: A Mobile App Case Study. International Journal of Environmental Research and Public Health, 19 (14), Art. No.: 8417. https://doi.org/10.3390/ijerph19148417
Abstract: Background: The last decade has seen a dramatic shift toward the study of fitness surveillance, thanks in part to the emergence of mobile health (mHealth) apps that allow users to track their health through a variety of data-driven insights. This study examines the adoption trends and community mediation of the mobile fitness application ‘FanFit’, a platform aimed at promoting physical activity among sports fans by creating a fitness app branded to their favourite team for health promotion. Objective: Our study looked at the impact of a specially designed mobile app (FanFit) as a digital health intervention for initiating and maintaining physical activity as part of football club membership. Our analysis indicates that app users will adopt healthier behaviours as a result of the app’s sense of fan community and behaviour change. Methods: The findings reported here are based on an implementation of the FanFit app and, in particular, on those who participated in a more in-depth study (n = 30). These participants were Rangers FC supporters with a mix of genders (n = 19 males and n = 11 females). Focus groups and interviews were conducted with participants to ascertain users’ perspectives on the most effective methods for nudging users toward adopting and maintaining a pattern of fitness behaviours. Results: The findings show that the user community was interested in fitness and wanted to live a ‘healthy lifestyle,’ which was augmented and fuelled by the app’s competitive architecture design. Furthermore, the data reveal a new fan-health discourse about a person’s developing wants, talents, and identities as embodied beings. Conclusions: We have developed and presented valid links between the use of sports club apps and health programmes. The app could be useful for sports programmes and club providers looking for mHealth applications that provide community support through fan discourse with opportunities for both male and female fans.
DOI Link: 10.3390/ijerph19148417
Rights: © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Licence URL(s): http://creativecommons.org/licenses/by/4.0/

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