Accepted for/Published in: JMIR Serious Games
Date Submitted: Jun 19, 2022
Open Peer Review Period: Jun 19, 2022 - Aug 14, 2022
Date Accepted: Jan 21, 2023
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited.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.
Engagement with Gamification Elements in a Smoking Cessation App and Short-Term Smoking Abstinence: A Quantitative Assessment
ABSTRACT
Background:
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, the majority of studies focus 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.
Objective:
This study aims to explore user engagement with gamification features in a smoking cessation app via in-app metrics. More specifically, the objective of this paper is to investigate the association between engagement with gamification features and short-term smoking abstinence among smokers seeking to quit smoking
Methods:
Data from a larger study, which recruited smokers seeking to quit, was analyzed to address the objectives presented in this paper. Participants that met the eligibility criteria used one of two mobile apps for smoking cessation. In-app metrics shared by the app developer of the Kwit app were used to assess engagement with gamification features. Means and standard deviations were calculated for the in-app metrics. A logistic regression model was used to investigate the association between engagement with gamification and 7-day smoking abstinence.
Results:
In total, data from 44 participants that used the Kwit app was analysed. The majority of participants were male, married and employed. Almost 30% of participants self-reported successful 7-day abstinence at the end of the study. On average, the Kwit app was opened 31 times during the four-week study period with the diary feature used the most often (22.8 times). 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 (OR: 1.22, 95% CI:1.01 to 1.47).
Conclusions:
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 can highlight the important role that gamification features integrated into mobile apps can play in facilitating and supporting health behaviour change.
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Copyright
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