Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 20, 2021
Date Accepted: Apr 2, 2021

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

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

Rajani NB, Mastellos N, Filippidis FT

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

JMIR Serious Games 2021;9(2):e27290

DOI: 10.2196/27290

PMID: 33904824

PMCID: 8114162

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: An Observational Study of Two Gamified Smoking Cessation Mobile Apps

  • Nikita B Rajani; 
  • Nikolaos Mastellos; 
  • Filippos T Filippidis

ABSTRACT

Background:

Both the number of smokers making quit attempts and the number of smokers successfully quitting has been falling over the past years. Past studies have shown that smokers with high self-efficacy and motivation to quit have an increased likelihood of quitting and staying quit. Consequently, further research on strategies which can improve the self-efficacy and motivation of smokers seeking to quit could lead to substantially higher cessation rates. Some studies have found that gamification can positively impact cognitive components of behavioural change, including self-efficacy and motivation. However, the impact of gamification in the context of smoking cessation and mobile health has been sparsely investigated.

Objective:

The study aims to examine the association between perceived usefulness, perceived ease of use and frequency of use of gamification features embedded in smoking cessation apps on the self-efficacy and motivation to quit of smokers.

Methods:

Participants were assigned to use one of two mobile apps for a duration of four weeks. Online questionnaires were provided to participants before app usage, two weeks after and four weeks after they started using the app. Gamification was quantitatively operationalized based on Cugelman’s gamification framework and concepts from the technology acceptance model. Mean values of perceived frequency, ease of use and usefulness of gamification features were calculated at mid-study and end-study. Two linear regression models were performed to investigate the impact of gamification on self-efficacy and motivation to quit.

Results:

116 participants completed the study. Mean self-efficacy increased from 37.38 to 42.47 points and motivation to quit increased from 5.94 to 6.32 points after app usage. “Goal setting” was perceived to be the most useful gamification feature whilst “sharing” was perceived to be the least useful. Participants self-reported that they used the progress dashboards the most often whilst the sharing feature the least often. Average perceived frequency of gamification features was statistically significantly associated with change in self-efficacy (β=3.35, 95% CI: 0.31 to 6.40) and change in motivation to quit (β=0.54, 95% CI: 0.15 to 0.94) between baseline and end-study.

Conclusions:

Gamification embedded into mobile apps can have positive effects on the self-efficacy and motivation to quit of smokers. The findings of the study can provide important insights for tobacco control policy makers, mobile app developers and smokers seeking to quit.


 Citation

Please cite as:

Rajani NB, Mastellos N, Filippidis FT

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

JMIR Serious Games 2021;9(2):e27290

DOI: 10.2196/27290

PMID: 33904824

PMCID: 8114162

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© 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.