Department of Health Law, Policy and Management, Boston University School of Public Health, Boston, MA, United States.
Philip R Lee Institute for Health Policy Studies, University of California, San Francisco, San Francisco, CA, United States.
J Med Internet Res. 2024 Oct 30;26:e57839. doi: 10.2196/57839.
Smartphone apps are a convenient, low-cost approach to delivering smoking cessation support to large numbers of individuals. Yet, the apps are susceptible to low rates of user engagement and retention.
This study aims to test the effects of a new game module (called Inner Dragon) integrated into Smoke Free (23 Limited), a leading smoking cessation app with established efficacy. The primary outcomes measured user engagement with the app.
A 2-arm, parallel-group, randomized controlled trial was conducted in the United States with an 8-week follow-up. Adult individuals who smoked ≥1 cigarettes daily and planned to quit smoking within 7 days were recruited and randomized (N=500), with equal allocation. Both groups received free access to the original Smoke Free app with "core" features of its smoking cessation program (eg, a diary and craving log). The treated group received additional access to the integrated Inner Dragon game that incorporated several game mechanics designed to increase user engagement. User engagement outcomes were the number of unique app sessions, average minutes per session, days with a session, and program adherence. Self-reported and verified smoking abstinence and app satisfaction were also assessed. The main analysis estimated the intention-to-treat effect of access to Inner Dragon on each outcome. Further analyses assessed effect modification by participant characteristics and the association of intensity of game use with program adherence and abstinence.
Overall, user engagement was greater for treated versus control participants: they had 5.3 more sessions of Smoke Free (mean 29.6, SD 36.5 sessions vs mean 24.3, SD 37.9 sessions; P=.06), 0.8 more minutes per session (mean 6.9, SD 5.4 min vs mean 6.1, SD 5.2 min; P=.047), and 3.4 more days with a session (mean 14.3, SD 15.3 days vs mean 11.9, SD 14.3 days; P=.03). Program adherence, based on the number of times core features of the original Smoke Free app were used, was higher for treated versus control participants (mean 29.4, SD 41.3 times vs mean 22.6, SD 35.6 times; P=.03). Self-reported 7-day and 30-day point-prevalence abstinence and verified 7-day point-prevalence abstinence at 8 weeks did not significantly differ by study group. The mean repeated 1-day prevalence of quitting was higher among the treated group versus the control group (mean 17.3%, SD 25.6 vs mean 12.4%, SD 21.3; P=.01). App satisfaction and the motivation to (stay) quit did not differ by study group. Higher intensity of game use was associated with increased program adherence and self-reported abstinence.
Findings suggest that the Inner Dragon game increased user engagement and program adherence. Additional refinements to the game design may clarify whether the game increases abstinence rates. Overall, it is feasible to deploy games and gamification to enhance user engagement in existing smoking cessation interventions.
ClinicalTrials.gov NCT05227027; https://clinicaltrials.gov/study/NCT05227027.
智能手机应用程序是向大量个人提供戒烟支持的一种便捷、低成本的方法。然而,这些应用程序容易出现用户参与度和保留率低的问题。
本研究旨在测试一种新的游戏模块(称为 Inner Dragon)对 Smoke Free(23 Limited)的影响,这是一款具有既定疗效的领先戒烟应用程序。主要结果测量了用户对应用程序的参与度。
在美国进行了一项 2 臂、平行组、随机对照试验,随访 8 周。招募并随机分配(N=500)每天至少吸 1 支香烟且计划在 7 天内戒烟的成年个体,分配比例相等。两组都免费获得原始 Smoke Free 应用程序及其戒烟计划的“核心”功能(例如,日记和渴望记录)。治疗组还可以额外访问集成的 Inner Dragon 游戏,该游戏采用了多种游戏机制,旨在提高用户的参与度。用户参与度的结果是唯一应用程序会话的数量、每次会话的平均分钟数、有会话的天数和计划的依从性。自我报告和验证的戒烟率和应用程序满意度也进行了评估。主要分析估计了访问 Inner Dragon 对每个结果的意向治疗效果。进一步的分析评估了参与者特征的效应修饰和游戏使用强度与计划依从性和戒烟率的关联。
总体而言,治疗组的用户参与度高于对照组:他们有 5.3 次以上的 Smoke Free(平均 29.6,SD 36.5 次 vs 平均 24.3,SD 37.9 次;P=.06),0.8 分钟以上的每次会话(平均 6.9,SD 5.4 分钟 vs 平均 6.1,SD 5.2 分钟;P=.047),3.4 天以上有会话(平均 14.3,SD 15.3 天 vs 平均 11.9,SD 14.3 天;P=.03)。基于原始 Smoke Free 应用程序核心功能使用次数的计划依从性,治疗组高于对照组(平均 29.4,SD 41.3 次 vs 平均 22.6,SD 35.6 次;P=.03)。自我报告的 7 天和 30 天的点流行戒烟率和 8 周时的验证 7 天的点流行戒烟率在两组之间没有显著差异。治疗组的 1 天戒烟复发率高于对照组(平均 17.3%,SD 25.6% vs 平均 12.4%,SD 21.3%;P=.01)。两组之间的应用程序满意度和戒烟动机没有差异。更高的游戏使用强度与更高的计划依从性和自我报告的戒烟率相关。
研究结果表明,Inner Dragon 游戏增加了用户的参与度和计划的依从性。对游戏设计的进一步改进可能会阐明游戏是否能提高戒烟率。总体而言,在现有的戒烟干预措施中部署游戏和游戏化来增强用户的参与度是可行的。
ClinicalTrials.gov NCT05227027;https://clinicaltrials.gov/study/NCT05227027。