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

被引:21
|
作者
Rajani, Nikita B. [1 ]
Weth, Dominik [2 ]
Mastellos, Nikolaos [1 ]
Filippidis, Filippos T. [1 ]
机构
[1] Imperial Coll London, Sch Publ Hlth, Dept Primary Care & Publ Hlth, London, England
[2] MSU Consulting GmbH, Dept Strategy & Innovat, Bad Homburg, Germany
来源
BMJ OPEN | 2019年 / 9卷 / 06期
关键词
BEHAVIOR-CHANGE TECHNIQUES; SMARTPHONE APPLICATIONS;
D O I
10.1136/bmjopen-2018-027883
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
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. Methods The UK Android and iOS markets were searched in February 2018 to identify smoking cessation apps. 125 Android and 15 iOS apps were tested independently by two reviewers for primary functionalities, adherence to Five A smoking cessation guidelines, and adoption of gamification strategies and tactics. We examined differences between platforms with chi(2) tests. Correlation coefficients were calculated to explore the relationship between adherence to guidelines and gamification. Results The most common functionality of the 140 mobile apps we reviewed allowed users to track the days since/until the quit date (86.4%). The most popular gamification strategy across both platforms was performance feedback (91.4%). The majority of apps adopted a medium level of gamification strategies (55.0%) and tactics (64.3%). Few adopted high levels of gamification strategies (6.4%) or tactics (5.0%). No statistically significant differences between the two platforms were found regarding level of gamification (p>0.05) and weak correlations were found between adherence to Five A's and gamification strategies (r=0.38) and tactics (r=0.26). Conclusion The findings of this review show that a high level of gamification is adopted by a small minority of smoking cessation apps in the UK. Further exploration of the use of gamification in smoking cessation apps may provide insights into its role in smoking cessation.
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页数:8
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