The aims of the present research were to understand the reasons why adolescents stop using mobile applications and to discover the objective and subjective evaluation of mobile applications for physical activity by adolescents. A 10-week quasi-experimental design involving four experimental groups of adolescents who used mobile apps. A total of 240 adolescents aged 12–16 years participated in the research. The level of physical activity and the assessment of the apps used were recorded. The results showed an increase in physical activity after the intervention. The main reasons for not using the apps were that adolescents found the interface complex, or the apps did not work on their mobiles. Pokémon Go showed a greater entertainment and customization than the rest of the apps. It can be concluded that the abandonment of mobile app interventions is due to the fact that they are not designed for use in this population.
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Mateo‐Orcajada et al. (2024) studied this question.
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