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Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. | LitMetric

AI Article Synopsis

  • Gaming techniques are becoming popular for behavioral change and user engagement in health-related mobile apps, but there's still a need for established methodologies for effectively designing these gamified tools.
  • The study focuses on the development of Cigbreak, a gamified app aimed at helping users quit smoking, utilizing a systematic approach that involved multidisciplinary teamwork, user input, and evidence-based strategies.
  • Results showed high user satisfaction, with 84% of smokers willing to use the app again and recommending it, suggesting that this gamified approach could effectively support smoking cessation efforts and be applied to broader health interventions.

Article Abstract

Background: Gaming techniques are increasingly recognized as effective methods for changing behavior and increasing user engagement with mobile phone apps. The rapid uptake of mobile phone games provides an unprecedented opportunity to reach large numbers of people and to influence a wide range of health-related behaviors. However, digital interventions are still nascent in the field of health care, and optimum gamified methods of achieving health behavior change are still being investigated. There is currently a lack of worked methodologies that app developers and health care professionals can follow to facilitate theoretically informed design of gamified health apps.

Objective: This study aimed to present a series of steps undertaken during the development of Cigbreak, a gamified smoking cessation health app.

Methods: A systematic and iterative approach was adopted by (1) forming an expert multidisciplinary design team, (2) defining the problem and establishing user preferences, (3) incorporating the evidence base, (4) integrating gamification, (5) adding behavior change techniques, (6) forming a logic model, and (7) user testing. A total of 10 focus groups were conducted with 73 smokers.

Results: Users found the app an engaging and motivating way to gain smoking cessation advice and a helpful distraction from smoking; 84% (62/73) of smokers said they would play again and recommend it to a friend.

Conclusions: A dedicated gamified app to promote smoking cessation has the potential to modify smoking behavior and to deliver effective smoking cessation advice. Iterative, collaborative development using evidence-based behavior change techniques and gamification may help to make the game engaging and potentially effective. Gamified health apps developed in this way may have the potential to provide effective and low-cost health interventions in a wide range of clinical settings.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6293248PMC
http://dx.doi.org/10.2196/10252DOI Listing

Publication Analysis

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