cff-version: 1.2.0
abstract: "The study aimed to investigate the long term impact of experiences in user engagement of a food reporting mobile game app. The study recruited 10 participants, with 8 being able to complete the study. The period consider at least 6 weeks of continuous use of the DigestInn application. A one year licence of the DigestInn mobile app was given for free to each participant. A mixed dataset was collected:

Daily mood reporting: Experience Sampling Method [1] was used to sample daily participants' mood towards their experience using the application. Whatsapp [2] and the visual Pick-A-Mood tool [3] were used to prompt participants daily.

Weekly user engagement reporting: a user engagement scale was used and adjusted for this purpose [4]. The survey was implemented in TypeForm [5]. The prompt/reminder was done through whatsapp via a visual summary of the mood reporting, based on Daily reconstruction method [6] 
   
6 weeks interviews: individual interviews were conducted in person and via Skype. Focus group were conducted in the establishment of Arhnem-Nijmegen Applied Science University. In all cases visual prompts of food and mood reports were presented as probes [6]

Raw data was processed for analysis.

Coded transcripts: two students assistant and a code manager processed the transcripts using the software Atlas.ti [7] version 8.4.4. A coding scheme was initially developed, code manager trained the student assistant till a higher than .9 interrelated coder was achieved [8]

Parsed json files: a json file containing the complete dataset of the complete study period was parsed to extract each participants food reports during. First the file was split in 8 files (one for each participant). A python program and a bash script were developed in Mac OSX to parse the json files into .csv files. In excel, .csv files were parsed by means of two Visual Basic macros to obtain a tabular view of the food reports per participant. 

[1] Larson, R., & Csikszentmihalyi, M. (2014). The experience sampling method. In Flow and the foundations of positive psychology (pp. 21-34). Springer, Dordrecht.
[2] https://www.whatsapp.com
[3] Desmet, P., Vastenburg, M., and Romero, N. (2016) Mood measurement with Pick-A-Mood: review of current methods and design of a pictorial self-report scale. Journal Design Research, 14 (3), pp. 241-279
[4] O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies, 112, 28-39
[5] https://www.typeform.com/
[6] Kahneman, D., Krueger, A. B., Schkade, D. A., Schwarz, N., & Stone, A. A. (2004). A survey method for characterizing daily life experience: The day reconstruction method. Science, 306(5702), 1776-1780.
[7] Atlas.ti
[8] Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage."
authors:
  - family-names: Davis-Owusu
    given-names: K. A. (Kadian)
    orcid: "https://orcid.org/0000-0001-8285-9641"
  - family-names: Romero Herrera
    given-names: Natalia
    orcid: "https://orcid.org/0000-0002-8583-6231"
  - family-names: van Oers
    given-names: S. (Sonja)
  - family-names: de van der Schueren
    given-names: M. (Marian)
    orcid: "https://orcid.org/0000-0001-5693-0811"
  - family-names: de Bruin
    given-names: T. (Tippi)
  - family-names: van Houdt
    given-names: S. (Sophie)
title: "Data accompanying the research on Emotional user engagement of a food reporting game-based mobile app"
keywords:
version: 1
identifiers:
  - type: doi
    value: 10.4121/uuid:14d21609-8f4b-4321-b766-7cac0a4c2304
license: CC0
date-released: 2020-07-01