Previously submitted to: JMIR Serious Games (no longer under consideration since May 07, 2026)
Date Submitted: Nov 10, 2025
Warning: This is an author submission that is not peer-reviewed or edited.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.
Gamification to Enhance Engagement in Smoking Cessation Digital Interventions: A Narrative Review and Octalysis-Based Analysis
ABSTRACT
Background:
Smoking remains a leading cause of preventable morbidity and mortality worldwide. Digital interventions have shown promise in addressing the limitations of traditional smoking cessation approaches. Integrating gamification into these interventions has been increasingly used to enhance user engagement. However, engagement often declines over time. The Octalysis Framework provides a structured approach for selecting and designing gamification elements that support sustained motivation and long-term engagement.
Objective:
This narrative review aimed to identify and describe the gamification elements used in digital smoking cessation interventions by using the Octalysis Framework to provide a foundation for the design of future interventions.
Methods:
A narrative review was conducted following Ferrariās approach. Four databases (MEDLINE, PsycInfo, Embase, and Scopus) were searched on June 16, 2025, using keywords related to gamification, digital interventions, and smoking cessation. Study selection and data extraction were performed by two reviewers and verified by a third reviewer. The findings were analyzed using the Octalysis Framework and synthesized narratively.
Results:
Thirteen studies met the inclusion criteria, conducted across the United Kingdom, the United States, and Australia. A total of 67 gamification elements were identified and mapped to the eight Octalysis core drives. Development and Accomplishment was the most frequently activated drive, primarily through rewards and goal setting, while Loss and Avoidance was the least represented. Interventions were predominantly delivered via smartphone apps, with limited adoption of formal gamification frameworks.
Conclusions:
While our findings reinforce the role of gamification in enhancing engagement, future interventions should adopt structured frameworks and tailor gamification elements to user needs and contexts to maintain long-term engagement and improve smoking cessation outcomes.
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© 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.