2023
DOI: 10.2196/39975
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Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: 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, studies have largely focused 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 enga… Show more

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Cited by 12 publications
(3 citation statements)
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“…Further, our exploration of gamification elements in the Inner Dragon game aligns with literature highlighting the potential of gaming features to enhance engagement and promote behavior change in smoking cessation apps [62]. Prior studies of smartphone-based games for smoking cessation have found mixed evidence regarding smoking abstinence [26,30,32,64], although study quality in the broader literature has generally been deemed fair or poor with important methodological limitations [64].…”
Section: Comparison With Previous Studiesmentioning
confidence: 59%
“…Further, our exploration of gamification elements in the Inner Dragon game aligns with literature highlighting the potential of gaming features to enhance engagement and promote behavior change in smoking cessation apps [62]. Prior studies of smartphone-based games for smoking cessation have found mixed evidence regarding smoking abstinence [26,30,32,64], although study quality in the broader literature has generally been deemed fair or poor with important methodological limitations [64].…”
Section: Comparison With Previous Studiesmentioning
confidence: 59%
“…However, with all the networked means of monitoring therapy, a new approach to maximising compliance among patients may be to merge these solutions with various technological means of influence in an attempt to maximise effectiveness through the gamification of therapy, transforming it into a positively engaging contest of sorts, where scores are kept and compared with others, while positive or negative points can be gained for fulfilling therapy-related tasks in a timely manner [103], and task-related and score-related feedback, motivation and incentives can be received [104]. Gamification-based interventions have been used with the aim of modifying habits of significance for public health, including, at first, short-term smoking abstinence [105] and then smoking cessation [106]. This approach is already well-known from smartphone applications that track physical activity and which have proven to be effective in altering users' behaviour and keeping them using the app [107].…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, our results support the theory that additional efforts to keep the users of eHealth SC programs engaged might contribute to improving the effectiveness of these interventions. A suggested strategy could be the implementation of gamification [45].…”
Section: Discussionmentioning
confidence: 99%