TY - JOUR
T1 - Development and Usability of the “FORTEe Get Strong” App to Promote Physical Activity and Health Awareness in Children and Adolescents With Cancer During Intensive Treatment Using an App-Based Approach
T2 - Mixed Methods Study
AU - Kuehn, Mareike
AU - Wypyrsczyk, Lena
AU - Lanfranconi, Francesca
AU - Balduzzi, Adriana Cristina
AU - Marriott, Hayley
AU - Solera-Sanchez, Alba
AU - Wiskemann, Joachim
AU - Bauer, Nikolai
AU - Karguth, Nina
AU - Heißerer, Barbara
AU - Paul, Norbert W.
AU - Mongondry, Rodolf
AU - Bloch, Wilhelm
AU - Rizvi, Katie
AU - Fridh, Martin Kaj
AU - Ramos, Eva S.C.
AU - Fiuza-Luces, Carmen
AU - Götte, Miriam
AU - Gauß, Gabriele
AU - Spreafico, Filippo
AU - Konda, Barbara
AU - Stefanović, Milica
AU - Dreismickenbecker, Elias
AU - Neu, Marie A.
AU - Faber, Joerg
AU - Ruckes, Christian
AU - Krick, Jennifer
AU - Diel, Heidi
AU - Olivier, Franziska
AU - Schwarzländer, Gabriele
AU - Pérol, Olivia
AU - Bertollin, Valentine
AU - Abadie, Alicia
AU - Wright, Peter
AU - Watson, Eila
AU - Moriggi, Tommaso Pietro
AU - Villa, Emanuele
AU - Corti, Eleonora
AU - Peli, Linda
AU - Oliveira, Hernâni Zão
AU - Lucia, Alejandro
AU - Garrido, Eva
AU - Ramos, Eva Santa Cruz
AU - Beller, Ronja
AU - Chisari, Marco
AU - Zardo, William
AU - Rovan, Meta
AU - Ravnik, Domen
AU - Kitanovski, Lidija
AU - Salobir, Neza
AU - Polak, Marco
AU - Pomasanski, Andrew
AU - FORTEe Consortium
A2 - Hansen, Martin Bjørn
A2 - Larsen, Hanne Bækgaard
N1 - Publisher Copyright:
© Mareike Kuehn, Lena Wypyrsczyk, Francesca Lanfranconi, Adriana Cristina Balduzzi, Hayley Marriott, Alba Solera-Sanchez, Joachim Wiskemann, Nikolai Bauer, Nina Karguth, Barbara Heißerer, Norbert W Paul, Rodolf Mongondry, Wilhelm Bloch, Katie Rizvi, Martin Kaj Fridh, Eva S C Ramos, Carmen Fiuza-Luces, Miriam Götte, Gabriele Gauß, Filippo Spreafico, Barbara Konda, Milica Stefanović, Elias Dreismickenbecker, Marie A Neu, Joerg Faber, FORTEe Consortium.
PY - 2026/4/1
Y1 - 2026/4/1
N2 - Background: As survival rates for children, adolescents, and young adults with cancer improve, managing treatment-related side effects is increasingly important. Enhancing physical activity levels has been shown to be effective in reducing some of these effects. Digital interventions, such as mobile apps, offer engaging tools to promote physical activity in young populations. Objective: This article introduces the “FORTEe Get Strong” app (Nurogames GmbH) and presents a formative evaluation of its acceptability among children, adolescents, and young adults with cancer. Methods: The “FORTEe Get Strong” app was developed within the multicenter FORTEe trial. Grounded in behavior change theories, the app uses gamification to deliver a child-friendly platform promoting physical activity and health-related knowledge. An embedded mixed methods design, with qualitative insights contextualizing quantitative findings, was applied. User experience was assessed using a self-developed questionnaire combining Likert scale items (1‐5: “not at all satisfied” to “very satisfied,” 1‐3 for participants aged <8 y) and open-ended questions. Quantitative data were analyzed descriptively and inferentially, including chi-square tests for differences in app usage by age, sex, and diagnosis, and Kruskal-Wallis tests to compare app feature ratings between age groups. Free text responses underwent qualitative content analysis. Results: The app was published in May 2023; it integrates gamified features to teach health knowledge. Exercise videos address endurance, strength, flexibility, coordination, and gait. Feedback on user experience was provided by 53 patients aged 5‐19 years (mean 11.4, SD 3.8 years, 95% CI 10.4‐12.5; 27/53, 51% male). App use did not differ significantly by age groups (χ23=5.1; P=.16; Cramer V=0.135), sex (χ21=3.4; P=.06; φ=0.110), or diagnosis (P=.54; Cramer V=0.168). The app was generally well-received, with a mean Likert scale score of 4.14 (SD 1.04, 95% CI 3.84‐4.43). For individual components, mean scores ranged from 3.52 (SD 1.44, 95% CI 3.09‐3.95) for exercise content to 4.37 (SD 0.82, 95% CI 4.14‐4.60) for design. Kruskal-Wallis tests revealed no significant differences among age groups. Qualitative analysis identified key categories regarding overall app evaluation, specific features, target group perception, usability, and suggestions for improvement. While participants highlighted the app’s design and gamification, concerns arose regarding age-appropriateness, lack of supervision, and adaptability of exercises. Conclusions: This study provides novel insights into user experience of children, adolescents, and young adults with cancer with a gamified exercise and health education app. Unlike previous studies focusing on survivorship, this evaluation offers a comprehensive understanding of how digital tools can support patients in maintaining physical activity during intensive treatment. Apps with interactive, gamified elements may complement clinical care by providing low-threshold access to exercise and health education. The findings advance the field by identifying key facilitators and barriers to engagement. Future research should assess adherence, behavioral outcomes, and effectiveness in larger samples to inform clinical implementation.
AB - Background: As survival rates for children, adolescents, and young adults with cancer improve, managing treatment-related side effects is increasingly important. Enhancing physical activity levels has been shown to be effective in reducing some of these effects. Digital interventions, such as mobile apps, offer engaging tools to promote physical activity in young populations. Objective: This article introduces the “FORTEe Get Strong” app (Nurogames GmbH) and presents a formative evaluation of its acceptability among children, adolescents, and young adults with cancer. Methods: The “FORTEe Get Strong” app was developed within the multicenter FORTEe trial. Grounded in behavior change theories, the app uses gamification to deliver a child-friendly platform promoting physical activity and health-related knowledge. An embedded mixed methods design, with qualitative insights contextualizing quantitative findings, was applied. User experience was assessed using a self-developed questionnaire combining Likert scale items (1‐5: “not at all satisfied” to “very satisfied,” 1‐3 for participants aged <8 y) and open-ended questions. Quantitative data were analyzed descriptively and inferentially, including chi-square tests for differences in app usage by age, sex, and diagnosis, and Kruskal-Wallis tests to compare app feature ratings between age groups. Free text responses underwent qualitative content analysis. Results: The app was published in May 2023; it integrates gamified features to teach health knowledge. Exercise videos address endurance, strength, flexibility, coordination, and gait. Feedback on user experience was provided by 53 patients aged 5‐19 years (mean 11.4, SD 3.8 years, 95% CI 10.4‐12.5; 27/53, 51% male). App use did not differ significantly by age groups (χ23=5.1; P=.16; Cramer V=0.135), sex (χ21=3.4; P=.06; φ=0.110), or diagnosis (P=.54; Cramer V=0.168). The app was generally well-received, with a mean Likert scale score of 4.14 (SD 1.04, 95% CI 3.84‐4.43). For individual components, mean scores ranged from 3.52 (SD 1.44, 95% CI 3.09‐3.95) for exercise content to 4.37 (SD 0.82, 95% CI 4.14‐4.60) for design. Kruskal-Wallis tests revealed no significant differences among age groups. Qualitative analysis identified key categories regarding overall app evaluation, specific features, target group perception, usability, and suggestions for improvement. While participants highlighted the app’s design and gamification, concerns arose regarding age-appropriateness, lack of supervision, and adaptability of exercises. Conclusions: This study provides novel insights into user experience of children, adolescents, and young adults with cancer with a gamified exercise and health education app. Unlike previous studies focusing on survivorship, this evaluation offers a comprehensive understanding of how digital tools can support patients in maintaining physical activity during intensive treatment. Apps with interactive, gamified elements may complement clinical care by providing low-threshold access to exercise and health education. The findings advance the field by identifying key facilitators and barriers to engagement. Future research should assess adherence, behavioral outcomes, and effectiveness in larger samples to inform clinical implementation.
KW - childhood cancer
KW - exercise
KW - gamification
KW - mHealth
KW - mixed methods study
KW - mobile phone
KW - oncology
KW - serious game
UR - https://www.scopus.com/pages/publications/105036084482
U2 - 10.2196/75653
DO - 10.2196/75653
M3 - Journal article
C2 - 41921093
AN - SCOPUS:105036084482
SN - 2291-9279
VL - 14
JO - JMIR serious games
JF - JMIR serious games
M1 - e75653
ER -