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社会经济地位低下的吸烟者对一款注意力偏差修正手机游戏的看法:定性研究

Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study.

作者信息

Wakeman Michael, Tesfaye Lydia, Baskin Gunnar, Gregory Tim, Gruse Greg, Leahy Erin, Kendrick Brandon, El-Toukhy Sherine

机构信息

Division of Intramural Research, National Institute on Minority Health and Health Disparities, National Institutes of Health, 11545 Rockville Pike, Rockville, MD, 20852, United States, 1 3015944743.

ICF, Reston, VA, United States.

出版信息

JMIR Serious Games. 2025 May 9;13:e59515. doi: 10.2196/59515.

Abstract

BACKGROUND

Attentional bias modification (ABM) can help address implicit attention from individuals who smoke toward smoking cues, which trigger cravings and lapses that impede smoking cessation. We developed an ABM mobile game, Fruit Squish, to support individuals who smoke and are quitting as part of a multicomponent smoking cessation mobile app, Quit Journey. Users advance in the game by tapping on neutral (ie, fruit) rather than smoking-related (eg, cigarette pack) imagery that they are presented with, essentially training them to avoid focusing on smoking cues.

OBJECTIVE

This study aimed to gauge acceptance of an ABM smoking cues mobile game among young adults who smoked and were socioeconomically disadvantaged.

METHODS

We recruited 38 individuals who smoked cigarettes, aged 18-29 years, who were neither 4-year college graduates nor enrollees in 4-year colleges to participate in 12 semistructured digital focus groups. Sessions were audio recorded and transcribed verbatim. We used ATLAS.ti software to code the transcripts for salient themes based on the Second Unified Theory of Acceptance and Use of Technology constructs (ie, effort expectancy, facilitating conditions, hedonic motivation, performance expectancy, and social influence) and sentiment (ie, negative, neutral, and positive).

RESULTS

Performance expectancy of the mobile game was the dominant technology acceptance construct discussed (34/110, 30.90%). Perceived usefulness of the game was mixed in sentiment owing to perceptions that the game aimed to distract individuals who smoke during cravings and concerns that cue imagery in the game could trigger cravings. Hedonic motivation was the second most discussed technology acceptance construct (17/110, 15.45%), with participants describing the game as neither fun nor engaging. Participants referenced their past experiences with mobile games and mobile device characteristics as facilitating conditions for using the game (10/110, 9.09%). Although effort expectancy was minimally discussed (6/110, 5.45%), the game was characterized as easy to use. To improve the game, participants suggested adding new levels with increasing difficulty (eg, increase stimuli speed and limit session time) and new game elements (eg, leaderboard). Other suggestions included improving game graphics and renaming the game to capture its relation to smoking cessation.

CONCLUSIONS

Young adults with low socioeconomic status who smoke had mixed reactions to a mobile smoking cues ABM game. Results suggest the need to communicate the rationale underlying ABM games to users and their potential positive effects on smoking cessation. To promote the uptake and sustained use of ABM mobile games, they need to be on par with commercially available entertainment mobile apps. Research is needed to explore the efficacy of gamified ABM on cognitive biases in real-life settings.

摘要

背景

注意力偏向矫正(ABM)有助于解决吸烟者对吸烟线索的内隐注意,这些线索会引发渴望和复吸,从而阻碍戒烟。我们开发了一款ABM手机游戏《水果挤压》,作为多组件戒烟手机应用程序“戒烟之旅”的一部分,来支持正在戒烟的吸烟者。玩家通过点击呈现给他们的中性(即水果)图像而非与吸烟相关的(如香烟盒)图像在游戏中前进,本质上是训练他们避免关注吸烟线索。

目的

本研究旨在评估一款ABM吸烟线索手机游戏在吸烟且社会经济地位不利的年轻成年人中的接受度。

方法

我们招募了38名年龄在18至29岁之间、既不是四年制大学毕业生也未就读于四年制大学的吸烟者,让他们参加12个半结构化的数字焦点小组。会议进行了录音,并逐字转录。我们使用ATLAS.ti软件根据技术接受与使用的第二统一理论结构(即努力期望、促进条件、享乐动机、绩效期望和社会影响)和情感(即负面、中性和正面)对转录本进行突出主题编码。

结果

手机游戏的绩效期望是讨论最多的技术接受结构(34/110,30.90%)。由于认为游戏旨在分散吸烟者在渴望时的注意力,以及担心游戏中的线索图像可能引发渴望,对游戏的感知有用性在情感上褒贬不一。享乐动机是讨论的第二多的技术接受结构(17/110,15.45%),参与者将游戏描述为既不有趣也不吸引人。参与者提到他们过去玩手机游戏的经历和移动设备的特点是使用该游戏的促进条件(10/110,9.09%)。虽然对努力期望的讨论最少(6/110,5.45%),但该游戏的特点是易于使用。为了改进游戏,参与者建议增加难度逐渐增加的新关卡(如提高刺激速度和限制游戏时间)和新的游戏元素(如排行榜)。其他建议包括改善游戏图形并重新命名游戏以体现其与戒烟的关系。

结论

社会经济地位较低的吸烟年轻成年人对一款手机吸烟线索ABM游戏的反应褒贬不一。结果表明需要向用户传达ABM游戏背后的原理及其对戒烟的潜在积极影响。为了促进ABM手机游戏的采用和持续使用,它们需要与市面上的娱乐手机应用程序相当。需要进行研究以探索游戏化ABM在现实生活环境中对认知偏差的效果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7e3e/12083738/d0e401c58585/games-v13-e59515-g001.jpg

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