Rajani Nikita B, Bustamante Luz, Weth Dominik, Romo Lucia, Mastellos Nikolaos, Filippidis Filippos T
Department of Primary Care and Public Health, Imperial College London, London, United Kingdom.
NextStage Consulting, Dubai, United Arab Emirates.
JMIR Serious Games. 2023 Feb 1;11:e39975. doi: 10.2196/39975.
Gamification in smoking cessation apps has been found to improve cognitive outcomes associated with higher odds of quitting. Although some research has shown that gamification can also positively impact behavioral outcomes such as smoking cessation, studies have largely focused on physical activity and mental health. Only a few studies have explored the effects of gamification on smoking cessation outcomes, of which the majority have adopted qualitative methodologies and/or assessed engagement with apps using self-report.
This study aimed to explore levels of user engagement with gamification features in a smoking cessation app via in-app metrics. Specifically, the objective of this paper was to investigate whether higher engagement with gamification features is associated with the likelihood of quitting in the short term.
Data from a larger online study that recruited smokers seeking to quit were analyzed to address the objectives presented in this paper. The study took place between June 2019 and July 2020, and participants were primarily recruited via social media posts. Participants who met the eligibility criteria used 1 of 2 mobile apps for smoking cessation. In-app metrics shared by the developer of one of the smoking cessation apps, called Kwit, were used to assess engagement with gamification features. Out of 58 participants who used the Kwit app, 14 were excluded due to missing data or low engagement with the app (ie, not opening the app once a week). For the remaining 44 participants, mean (SD) values were calculated for engagement with the app using in-app metrics. A logistic regression model was used to investigate the association between engagement with gamification and 7-day smoking abstinence.
In total, data from 44 participants who used the Kwit app were analyzed. The majority of participants were male, married, and employed. Almost 30% (n=13) of participants self-reported successful 7-day abstinence at the end of the study. On average, the Kwit app was opened almost 31 (SD 39) times during the 4-week study period, with the diary feature used the most often (mean 22.8, SD 49.3). Moreover, it was found that each additional level unlocked was associated with approximately 22% higher odds of achieving 7-day abstinence after controlling for other factors such as age and gender (odds ratio 1.22, 95% CI 1.01-1.47).
This study highlights the likely positive effects of certain gamification elements such as levels and achievements on short-term smoking abstinence. Although more robust research with a larger sample size is needed, this research highlights the important role that gamification features integrated into mobile apps can play in facilitating and supporting health behavior change.
研究发现,戒烟应用程序中的游戏化元素可改善与更高戒烟几率相关的认知结果。尽管一些研究表明游戏化也能对行为结果产生积极影响,如戒烟,但此前的研究主要集中在体育活动和心理健康方面。仅有少数研究探讨了游戏化对戒烟结果的影响,其中大多数采用定性方法和/或通过自我报告评估应用程序的参与度。
本研究旨在通过应用内指标探索用户对戒烟应用程序中游戏化功能的参与程度。具体而言,本文的目的是调查对游戏化功能的更高参与度是否与短期内戒烟的可能性相关。
分析了一项更大规模在线研究的数据,该研究招募了寻求戒烟的吸烟者,以实现本文提出的目标。研究于2019年6月至2020年7月进行,参与者主要通过社交媒体帖子招募。符合资格标准的参与者使用两款戒烟移动应用程序中的一款。使用一款名为Kwit的戒烟应用程序开发者共享的应用内指标,来评估对游戏化功能的参与度。在使用Kwit应用程序的58名参与者中,14名因数据缺失或对应用程序参与度低(即每周未打开应用程序一次)而被排除。对于其余44名参与者,使用应用内指标计算其对应用程序参与度的均值(标准差)。使用逻辑回归模型研究对游戏化的参与度与7天戒烟之间的关联。
总共分析了44名使用Kwit应用程序的参与者的数据。大多数参与者为男性,已婚且有工作。近30%(n = 13)的参与者在研究结束时自我报告成功戒烟7天。在为期4周的研究期间,Kwit应用程序平均被打开近31次(标准差39),其中日记功能使用最为频繁(均值22.8,标准差49.3)。此外,研究发现,在控制年龄和性别等其他因素后,每解锁一个新等级与实现7天戒烟的几率高出约22%相关(优势比1.22,95%置信区间1.01 - 1.47)。
本研究强调了某些游戏化元素(如等级和成就)对短期戒烟可能产生的积极影响。尽管需要进行样本量更大、更有力的研究,但本研究突出了集成到移动应用程序中的游戏化功能在促进和支持健康行为改变方面可以发挥的重要作用。