Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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Daily Overview |
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GR1_3_2: Abstract presentation: Promoting Physical Activity in Children and Adolescents: From Evidence to Action Location: Glass room 1 Session Chair: Jan Seghers | |
| Presentation 2 | |
11:35am - 11:45am
Co-creating a gamified mobile application to promote adolescent physical activity in Ljubljana: functional specification and pilot protocol 1: Community Health Centre Ljubljana, Slovenia; 2: Angela Boškin Faculty of Health Care, Jesenice, Slovenia; 3: Department of Family Medicine, Faculty of Medicine, University of Ljubljana, Slovenia; 4: Department of Family Medicine, Faculty of Medicine, University of Maribor, Slovenia Background and aim of the study: Adolescent physical inactivity represents a growing public health concern. Digital tools can support health-enhancing physical activity if they are co-created, privacy-preserving, and screen-time aware. LJ-MOVE »Discover Ljubljana« is a gamified mobile application designed to promote health-enhancing physical activity among secondary school students by combining movement with urban exploration and digital well-being safeguards. Methods: Development followed an Urban Living Lab (ULL) process within the CITY-MOVE project, led by the Community Health Centre Ljubljana and co-produced with the Municipality of Ljubljana, digital wellbeing non-governmental organisation, and adolescents. A comprehensive evidence review and focus groups were conducted to derive user needs and functional requirements. These requirements were then translated into a technical blueprint through iterative co-design workshops. App’s core functions include step counting, map-based “Discover Ljubljana” missions at 16 points with QR codes and short quizzes, daily/weekly challenges, achievements, avatar customisation, and optional leaderboard features with a hybrid reward system (virtual items and locally sponsored prizes). Implementation will be piloted for 6 weeks in selected secondary schools. Evaluation focuses on feasibility and user experience, using engagement analytics and the user version of the Mobile App Rating Scale (uMARS). Results: Co-creation prioritised features such as adolescent interaction, personalisation, visible progress, and meaningful rewards—while addressing barriers such as privacy for minors and risks of excessive competition/screen time through predefined safe messages and digital detox. Conclusions: ULL and LJ-MOVE app provide a blueprint for collaboration among schools, municipalities, and primary health care services that is both implementable and grounded in privacy-by-design principles. | |

