Department of Medicine, Center for Tobacco Research and Intervention, School of Medicine and Public Health, University of Wisconsin-Madison, Madison, Wisconsin.
Division of General Internal Medicine, Department of Medicine, Center for Tobacco Research and Intervention, School of Medicine and Public Health, University of Wisconsin-Madison, Madison, Wisconsin.
Games Health J. 2020 Feb;9(1):64-70. doi: 10.1089/g4h.2019.0030. Epub 2019 Sep 19.
Strong cravings to smoke are an obstacle to cessation success. Unfortunately, cessation medication and counseling only modestly quell craving. This pilot study was designed to examine the feasibility of mobile games as a response strategy to craving and whether a fully powered trial is warranted. Smokers interested in quitting ( = 30) were offered 4 weeks of nicotine patch plus counseling and randomized to quit with (games-on) versus without (games-off) access to 11 commercial mobile games. Outcomes included post-target quit day (TQD) game play, craving, smoking, and quitting. Almost all s were >0.05; outcomes should be interpreted with caution due to the small . Of games-on participants ( = 16), one played games ≥80% of days post-TQD (22/28 days); 38% played >1/3 of days; 25% did not play. Games-on participants reported games moderately helped them cope with cravings; = 3.22 on a scale from 1 () to 5 (). Also, games-on participants showed a slight decrease in craving from baseline to 1-week post-TQD (2.35-2.25 on a 0-5 point-scale), whereas games-off participants showed an increase (2.01-2.53). Games-on participants showed greater decreases in craving after playing a game than after the passage of time (when an app imposed a 2-minute wait period following their game request), but there was little evidence games-on versus games-off participants differed in mean post-TQD cigarettes/day. Games-on participants reported modestly but not significantly higher continuous abstinence through day 28 (31.3% vs. 21.4%). Feasibility results encourage a fully powered trial of this easily disseminable intervention. Clinical Trial Registration: ClinicalTrials.gov NCT02164383.
强烈的吸烟欲望是戒烟成功的障碍。不幸的是,戒烟药物和咨询只能适度缓解烟瘾。这项初步研究旨在检验手机游戏作为应对烟瘾的策略的可行性,以及是否值得进行全面的试验。有戒烟意愿的吸烟者( = 30)被提供 4 周的尼古丁贴片加咨询,并随机分配到有(游戏开启)和没有(游戏关闭)访问 11 个商业手机游戏的情况下戒烟。结果包括戒烟后目标日(TQD)的游戏参与度、烟瘾、吸烟和戒烟情况。几乎所有结果的 值均>0.05;由于 值较小,结果应谨慎解释。在游戏开启组的参与者( = 16)中,有一个人在 TQD 后 28 天的日子里(22/28 天)玩游戏的比例≥80%;38%的人玩游戏的天数超过 1/3;25%的人不玩游戏。游戏开启组的参与者报告说,游戏在一定程度上帮助他们应对烟瘾; 值为 3.22(1(无帮助)到 5(非常有帮助))。此外,游戏开启组的参与者从基线到 TQD 后 1 周(0-5 点量表上的 2.35-2.25)的烟瘾略有下降,而游戏关闭组的参与者则有所增加(2.01-2.53)。与时间流逝相比,游戏开启组在玩游戏后烟瘾的下降幅度更大(当应用程序在他们的游戏请求后施加 2 分钟的等待时间),但没有证据表明游戏开启组与游戏关闭组在 TQD 后平均每天的香烟数量上存在差异。游戏开启组报告在第 28 天有适度但无统计学意义的更高持续戒烟率(31.3% vs. 21.4%)。可行性研究结果鼓励对这种易于传播的干预措施进行全面的试验。临床试验注册:ClinicalTrials.gov NCT02164383。