| Literature DB >> 31213452 |
Nikita B Rajani1, Dominik Weth2, Nikolaos Mastellos1, Filippos T Filippidis1.
Abstract
OBJECTIVE: Mobile 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 strategies (broad principles) and tactics (on-screen features) among existing mobile apps for smoking cessation in the UK.Entities:
Keywords: gamification; mHealth; mobile applications; smoking cessation
Mesh:
Year: 2019 PMID: 31213452 PMCID: PMC6596969 DOI: 10.1136/bmjopen-2018-027883
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Figure 1Identification, screening and testing stages of the mobile app review.
Figure 2Gamification principles and tactics framework.
Overview of mobile apps for smoking cessation
| Platform | ||||
| iOS (n=15) | Android (n=125) | Both platforms (n=140) | ||
| Features of apps | Calculator | 15 (100%) | 99 (79.2%) | 114 (80.3%) |
| Rationing | 1 (6.7%) | 24 (19.2%) | 25 (17.9%) | |
| Tracker | 15 (100%) | 106 (84.8%) | 121 (86.4%) | |
| Informational | 4 (26. 7%) | 18 (14.4%) | 22 (15.7%) | |
| Game | 0 (0%) | 16 (12.8%) | 16 (11.4%) | |
| Lung health monitor | 0 (0%) | 0 (0%) | 0 (0%) | |
| Other | 1 (6.7%) | 4 (3.2%) | 5 (3.6%) | |
| Cost | Free | 14 (93.3%) | 105 (84.0%) | 119 (85.0%) |
| Paid | 1 (6.7%) | 20 (16.0%) | 21 (15.0%) | |
| Mean price (£) | 1.0 (0.0–0.99) | 2.2 (0.0–8.6) | 2.1 (0.0–8.6) | |
| Popularity | Mean user rating | 4.6 (4.1–5.0) | 4.4 (4.0–5.0) | 4.4 (4.0–5.0) |
| Mean no of ratings | 821 (6–6500) | 1726 (6–35 045) | 1629 (6–35 045) | |
Number of gamification principles and strategies
| Platform | χ2 | ||||
| iOS | Android (n=125) | Both | P value | ||
| Gamification strategies | Goal setting | 10 (66.7%) | 80 (64.0%) | 90 (64.3%) | 0.839 |
| Capacity of overcome challenges | 7 (46.7%) | 33 (26.4%) | 40 (28.6%) | 0.101 | |
| Feedback on performance | 15 (100.0%) | 113 (90.4%) | 128 (91.4%) | 0.363 | |
| Reinforcement | 10 (66.7%) | 61 (48.8%) | 71 (50.7%) | 0.191 | |
| Compare progress | 4 (26.7%) | 17 (13.6%) | 21 (15.0%) | 0.242 | |
| Social connectivity | 9 (60.0%) | 60 (48.0%) | 69 (49.3%) | 0.380 | |
| Fun and playfulness | 1 (6.7%) | 10 (8.0%) | 11 (7.9 %) | 1.000 | |
| Gamification tactics | Provides clear goals | 10 (66.7%) | 80 (64.0%) | 90 (64.3%) | 0.839 |
| Offers a challenge | 10 (66.7%) | 80 (64.0%) | 90 (64.3%) | 0.839 | |
| Uses levels | 3 (20.0%) | 25 (20.0%) | 28 (20.0%) | 1.000 | |
| Allocates points | 1 (6.7%) | 9 (7.2%) | 10 (7.1%) | 1.000 | |
| Shows progress | 15 (100.0%) | 113 (90.4%) | 128 (91.4%) | 0.363 | |
| Provides feedback | 15 (100.0%) | 113 (90.4%) | 128 (91.4%) | 0.363 | |
| Gives rewards | 10 (66.7%) | 61 (48.8%) | 71 (50.7%) | 0.191 | |
| Provides badges for achievements | 9 (60.0%) | 49 (39.2%) | 58 (41.4%) | 0.122 | |
| Shows game leaders | 1 (6.7%) | 5 (4.0%) | 6 (4.3%) | 0.500 | |
| Gives a story/theme | 1 (6.7%) | 5 (4.0%) | 6 (4.3%) | 0.500 | |
*P<0.05 (No statistically significant values were found).
Level of gamification incorporated in mobile apps for smoking cessation
| Platform | χ2 | ||||
| iOS (n=15) | Android (n=125) | Both platforms (n=140) | P value | ||
| No of gamification strategies adopted | 0 (None) | 0 (0.0%) | 10 (8.0%) | 10 (7.1%) | 0.600 |
| 1–2 (Low) | 4 (26.7%) | 40 (32.0%) | 44 (31.4%) | 0.776 | |
| 3–5 (Medium) | 9 (60%) | 68 (54.4%) | 77 (55.0%) | 0.700 | |
| 6–7 (High) | 2 (13.3%) | 7 (5.6%) | 9 (6.4%) | 0.248 | |
| No of gamification tactics adopted | 0 (None) | 0 (0.0%) | 10 (8.0%) | 10 (7.1%) | 0.600 |
| 1–3 (Low) | 4 (26.7%) | 29 (23.2%) | 33 (23.6%) | 0.753 | |
| 4–7 (Medium) | 9 (60.0%) | 81 (64.8%) | 90 (64.3%) | 0.714 | |
| 8–10 (High) | 2 (13.3%) | 5 (4.0%) | 7 (5.0%) | 0.164 | |
*P<0.05 (No statistically significant values were found).