
Digital Tools Show Promise in Supporting Children and Teenagers to Build Healthier Habits
Key Takeaways:
- A large global analysis involving more than 133,000 children and teenagers shows that digital health tools can support improvements in physical activity, diet, sedentary behaviour and weight outcomes.
- Mobile applications appear to have the strongest influence on diet and weight, while wearable devices are especially effective in reducing sedentary time.
- Shorter programmes are most effective for increasing activity, whereas longer programmes deliver stronger effects on weight management.
Introduction
Concerns about excessive screen time and mobile phone use are common among parents, and technology is often cited as a cause of declining health among children and teenagers. However, new research from the University of South Australia suggests that digital technology may also play a constructive role in helping young people adopt healthier behaviours.
This research represents the largest global analysis to date examining how digital tools affect health outcomes among people under the age of 18. Drawing on data from more than 133,000 children and teenagers worldwide, the study indicates that mobile health applications, wearable devices and interactive digital programmes can support improvements in physical activity, dietary intake and weight-related outcomes.
How digital tools influence health behaviours
Increased physical activity
The review found that children and teenagers who used digital health tools engaged in more overall physical activity. The observed increases were most notable in moderate and vigorous activity, equivalent to approximately 10 to 20 additional minutes of moderate-to-vigorous physical activity per day.
Improved dietary choices
Digital programmes and applications also helped young people increase their intake of fruit and vegetables and reduce the consumption of high-fat foods.
Positive effects on weight
Although the changes were modest, the analysis showed consistent improvements in body weight and body fat levels among participants who used digital health tools.
Reduced sedentary time
Some interventions, particularly those involving wearable technology, helped participants spend 20 to 25 fewer minutes per day sitting or engaging in screen-based sedentary activities.
Limited impact on sleep
The study found no clear evidence that digital health tools improved sleep duration or quality.
Which tools work best?
The analysis distinguished between different types of digital interventions:
- Mobile applications had the strongest effects on dietary improvements and weight-related outcomes.
- Wearable devices, such as fitness trackers, were most effective in reducing sedentary time.
- Programme length also played a role: shorter programmes of eight weeks or fewer were most effective for increasing activity levels, while longer programmes of twelve weeks or more had a greater impact on weight management.
Expert perspective
Lead researcher Dr Ben Singh from the University of South Australia emphasised the potential of electronic health (e-Health) and mobile health (m-Health) platforms to support healthier lifestyles among young people.
“Even though most young people know the importance of eating well, exercising regularly, and getting enough sleep, many still fall short of the recommended health guidelines, putting them at greater risk of obesity, diabetes, and heart disease,” Dr Singh said.
“Digital health tools such as wearables, fitness apps, and online programmes could help turn this around by motivating kids to be more active and eat better.
“Our research shows that digital health tools and apps can significantly improve children’s physical activity, diet and weight outcomes, putting them on a better health trajectory for life.
“Because children and teens have grown up with technology, they’re naturally open to using apps. They’re accessible, engaging, and easy to scale, which makes them a great choice for schools and community programmes to promote healthier lifestyles.”
The global context
According to the World Health Organization, 80 per cent of teenagers do not meet recommended levels of physical activity. Globally, 390 million children aged 5 to 19 years are classified as having overweight, including 160 million with obesity. In Australia, one in five children fall into the categories of overweight or obesity, and fewer than a quarter of children aged 5 to 14 achieve the recommended hour of daily physical activity.
About the research
This investigation was a systematic umbrella review and meta-meta-analysis. It synthesised findings from 25 systematic reviews to assess the impact of a wide range of digital tools, including mobile applications, wearable devices, text messaging programmes, active video games and web-based platforms. The outcomes assessed included physical activity, sedentary behaviour, sleep, dietary intake and weight.
Implications for policy and education
Dr Singh stated that policymakers and educators could use these findings to guide the integration of digital tools into strategies that support young people’s wellbeing.
“We know that features such as gamification, tailored messaging, and machine learning can boost engagement,” Dr Singh said.
“By integrating evidence-based apps and wearables into schools, primary care and community programmes, we can make healthy habits more appealing and accessible for young people.
“This review brings together global evidence to understand when and how these tools work best. Short bursts of programmes are ideal for lifting activity levels, while longer ones are better for weight management.
“These online tools worked as well as, and sometimes better than, traditional in-person health programmes.
“Combining digital tools with light human support – from teachers, parents or health coaches – can also help keep motivation high.
“If we can encourage the use of healthy digital tools from a young age, we have a real opportunity to help children and teens form healthier habits that last a lifetime.”




