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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 5, 2018
Open Peer Review Period: Mar 6, 2018 - May 3, 2018
Date Accepted: Jul 28, 2018
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game

Edwards EA, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith JQ, Greenhill D, Griffiths CJ, Walton RT

Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game

JMIR Serious Games 2018;6(4):e10252

DOI: 10.2196/10252

PMID: 30497994

PMCID: 6293248

Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game

  • Elizabeth A Edwards; 
  • Hope Caton; 
  • Jim Lumsden; 
  • Carol Rivas; 
  • Liz Steed; 
  • Yutthana Pirunsarn; 
  • Sandra Jumbe; 
  • Chris Newby; 
  • Aditi Shenvi; 
  • Samaresh Mazumdar; 
  • Jim Q Smith; 
  • Darrel Greenhill; 
  • Chris J Griffiths; 
  • Robert T Walton

ABSTRACT

Background:

Gaming techniques are increasingly recognized as effective methods for changing behavior and increasing user engagement with mobile phone apps. The rapid uptake of mobile phone games provides an unprecedented opportunity to reach large numbers of people and to influence a wide range of health-related behaviors. However, digital interventions are still nascent in the field of health care, and optimum gamified methods of achieving health behavior change are still being investigated. There is currently a lack of worked methodologies that app developers and health care professionals can follow to facilitate theoretically informed design of gamified health apps.

Objective:

This study aimed to present a series of steps undertaken during the development of Cigbreak, a gamified smoking cessation health app.

Methods:

A systematic and iterative approach was adopted by (1) forming an expert multidisciplinary design team, (2) defining the problem and establishing user preferences, (3) incorporating the evidence base, (4) integrating gamification, (5) adding behavior change techniques, (6) forming a logic model, and (7) user testing. A total of 10 focus groups were conducted with 73 smokers.

Results:

Users found the app an engaging and motivating way to gain smoking cessation advice and a helpful distraction from smoking; 84% (62/73) of smokers said they would play again and recommend it to a friend.

Conclusions:

A dedicated gamified app to promote smoking cessation has the potential to modify smoking behavior and to deliver effective smoking cessation advice. Iterative, collaborative development using evidence-based behavior change techniques and gamification may help to make the game engaging and potentially effective. Gamified health apps developed in this way may have the potential to provide effective and low-cost health interventions in a wide range of clinical settings.


 Citation

Please cite as:

Edwards EA, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith JQ, Greenhill D, Griffiths CJ, Walton RT

Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game

JMIR Serious Games 2018;6(4):e10252

DOI: 10.2196/10252

PMID: 30497994

PMCID: 6293248

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.