2020
DOI: 10.2196/23734
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Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial

Abstract: Background Numerous mobile health (mHealth) apps have been developed to support smokers attempting to quit smoking. Although these apps have been reported to be successful, only modest improvements in the quit rate have been measured. It has been proposed that efforts to improve user engagement and retention may improve the quit rate further. Owing to the high cost of smoking-related disease, it is considered worthwhile to pursue even small improvements. Objective … Show more

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Cited by 8 publications
(10 citation statements)
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“…Our study of Inner Dragon contributes to the developing literature about the feasibility, engagement, and effectiveness of gamified smoking cessation apps. A small number of such apps have been developed and evaluated, including Crush the Crave [ 23 , 24 ], QuitIT [ 26 , 27 ], Quittr [ 28 , 29 ], and Tobbstop [ 30 , 31 ]. Overall, the literature highlights low user engagement for gamified smoking cessation apps.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…Our study of Inner Dragon contributes to the developing literature about the feasibility, engagement, and effectiveness of gamified smoking cessation apps. A small number of such apps have been developed and evaluated, including Crush the Crave [ 23 , 24 ], QuitIT [ 26 , 27 ], Quittr [ 28 , 29 ], and Tobbstop [ 30 , 31 ]. Overall, the literature highlights low user engagement for gamified smoking cessation apps.…”
Section: Discussionmentioning
confidence: 99%
“…QuitIT users also had low user engagement, with only 40% of participants reporting that they played the game [ 27 ]. User engagement was high among the Quittr users with access to the Tappy Town game (mean of 58.4 min of using the app over a 28-day trial) [ 29 ] and the Tobbstop app in which 65.9% of participants successfully used the app [ 31 ]. In comparison, 75% (18/24) of our study’s participants used the Inner Dragon game in the Smoke Free app at least once throughout the 28-day trial, resulting in relatively high user engagement compared with other apps.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…While these findings are encouraging, it remains clear that achieving mHealth app engagement and retention remains challenging, despite the ostensible benefits of gamification. This is further illustrated in a recent RCT exploring the impact of sophisticated gamification elements of the 'Quittr' app, featuring a craving distraction game with a virtual currency incentivisation system, on intervention engagement, retention and smoking outcomes among 175 smokers interested in quitting, relative to a nongamified version of the app [27]. While participants in the gamified version spent significantly more time on the app, the control group achieved significantly better median reductions in daily cigarette use than the intervention group (12 versus 0 CPD).…”
Section: Smoking Cessation Mhealth Appsmentioning
confidence: 99%
“…These mobile smoking cessation platforms are effective and eliminate the time and space limitations of outpatient smoking cessation services. In addition, the platforms are inexpensive, easy to use, and can be used by many users simultaneously 5 , 6 . These include SmartQuit, SmokeFree28, and Q Sense 7 .…”
Section: Introductionmentioning
confidence: 99%