2019
DOI: 10.1136/bmjopen-2018-027883
|View full text |Cite
|
Sign up to set email alerts
|

Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market

Abstract: ObjectiveMobile phone-based interventions have been proven to be effective tools for smoking cessation, at least in the short term. Gamification, that is, the use of game-design elements in a non-game context, has been associated with increased engagement and motivation, critical success factors for long-term success of mobile Health solutions. However, to date, no app review has examined the use of gamification in smoking cessation mobile apps. Our review aims to examine and quantify the use of gamification s… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
31
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
6
2

Relationship

1
7

Authors

Journals

citations
Cited by 35 publications
(31 citation statements)
references
References 41 publications
0
31
0
Order By: Relevance
“…Beyond this minimum, other techniques for patient engagement could include the use of challenges and rewards to complete self-assessments. Such “gamification” in healthcare is more typically associated with interventions like exercise [ 64 ], smoking cessation [ 65 ], and weight loss [ 66 ] than self-assessments and may be more difficult to implement for people with brain injury. However, Worthen-Chaudhari et al’s study, included in this review, demonstrates that gamification is potentially feasible in terms of compliance and effective for improving symptom management, at least for youth concussion [ 36 ].…”
Section: Future Directionsmentioning
confidence: 99%
“…Beyond this minimum, other techniques for patient engagement could include the use of challenges and rewards to complete self-assessments. Such “gamification” in healthcare is more typically associated with interventions like exercise [ 64 ], smoking cessation [ 65 ], and weight loss [ 66 ] than self-assessments and may be more difficult to implement for people with brain injury. However, Worthen-Chaudhari et al’s study, included in this review, demonstrates that gamification is potentially feasible in terms of compliance and effective for improving symptom management, at least for youth concussion [ 36 ].…”
Section: Future Directionsmentioning
confidence: 99%
“…Similar to previous mobile app studies, we considered a dropout rate of approximately 20% [ 30 - 32 ], which resulted in the recruitment of 140 participants. The sample size calculation also assumes that both apps are similar based on a prior mobile app review [ 33 ].…”
Section: Methodsmentioning
confidence: 99%
“…Mobile apps for the study were selected based on a mobile app review that found these 2 apps to have a high embedment of gamification features and a high adherence to smoking cessation guidelines in the United Kingdom [ 33 , 34 ]. Screenshots of both apps are shown in Multimedia Appendix 2 .…”
Section: Methodsmentioning
confidence: 99%
“…The content and evidence base of vaping-related apps is currently unknown, though previous reviews and content analyses have examined apps related to smoking cessation, cannabis, alcohol [ 49 ], and other substance use [ 50 ]. Smoking cessation apps are abundant, though few have been demonstrated to be evidence-based [ 51 - 55 ], and many have limitations with usability [ 56 ]. A review [ 57 ] of cannabis apps conducted in 2014 found that the most common content areas largely consisted of cannabis strain classification guides, factoids about cannabis, and games, but few apps addressed negative health effects of cannabis use.…”
Section: Introductionmentioning
confidence: 99%