背景:已发现戒烟应用程序中的游戏化可改善与更高戒烟几率相关的认知结果。尽管一些研究表明游戏化也可以对戒烟等行为结果产生积极影响,研究主要集中在身体活动和心理健康上。只有少数研究探讨了游戏化对戒烟结果的影响,其中大多数采用了定性方法和/或使用自我报告评估与应用程序的参与度。
目的:本研究旨在通过应用内指标探索戒烟应用中游戏化功能的用户参与程度。具体来说,本文的目的是调查对游戏化特征的较高参与度是否与短期内戒烟的可能性相关。
方法:分析了一项大型在线研究的数据,该研究招募了寻求戒烟的吸烟者,以实现本文提出的目标。该研究于2019年6月至2020年7月进行,参与者主要通过社交媒体帖子招募。符合资格标准的参与者使用2个移动应用程序中的1个戒烟。由其中一个戒烟应用程序的开发者共享的应用程序内指标,叫做Kwit,用于评估与游戏化功能的参与度。在使用Kwit应用程序的58名参与者中,14人由于缺少数据或对应用程序的参与度低而被排除在外(即,每周不打开应用程序一次)。对于其余44名参与者,使用应用内指标计算与应用的参与度的平均(SD)值。使用逻辑回归模型来研究参与游戏化与7天戒烟之间的关系。
结果:总计,分析了使用Kwit应用程序的44名参与者的数据。大多数参与者是男性,已婚,和受雇。在研究结束时,几乎30%(n=13)的参与者自我报告成功的7天禁欲。平均而言,在4周的研究期间,Kwit应用程序打开了近31次(SD39),最常使用的日记功能(平均22.8,SD49.3)。此外,研究发现,在控制了年龄和性别等其他因素后,解锁的每一额外水平与实现7天禁欲的几率增加约22%相关(比值比1.22,95%CI1.01-1.47).
结论:这项研究强调了某些游戏化因素可能对短期戒烟的积极影响,例如水平和成就。尽管需要更大样本量的更可靠的研究,这项研究强调了整合到移动应用程序中的游戏化功能在促进和支持健康行为改变方面的重要作用。
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 engagement with apps using self-report.
OBJECTIVE: This study aimed to explore levels of user engagement with gamification features in a smoking cessation app via in-app metrics. Specifically, the objective of this paper was to investigate whether higher engagement with gamification features is associated with the likelihood of quitting in the short term.
METHODS: Data from a larger online study that recruited smokers seeking to quit were analyzed to address the objectives presented in this paper. The study took place between June 2019 and July 2020, and participants were primarily recruited via social media posts. Participants who met the eligibility criteria used 1 of 2 mobile apps for smoking cessation. In-app metrics shared by the developer of one of the smoking cessation apps, called Kwit, were used to assess engagement with gamification features. Out of 58 participants who used the Kwit app, 14 were excluded due to missing data or low engagement with the app (ie, not opening the app once a week). For the remaining 44 participants, mean (SD) values were calculated for engagement with the app using in-app metrics. A logistic regression model was used to investigate the association between engagement with gamification and 7-day smoking abstinence.
RESULTS: In total, data from 44 participants who used the Kwit app were analyzed. The majority of participants were male, married, and employed. Almost 30% (n=13) of participants self-reported successful 7-day abstinence at the end of the study. On average, the Kwit app was opened almost 31 (SD 39) times during the 4-week study period, with the diary feature used the most often (mean 22.8, SD 49.3). Moreover, it was found that each additional level unlocked was associated with approximately 22% higher odds of achieving 7-day abstinence after controlling for other factors such as age and gender (odds ratio 1.22, 95% CI 1.01-1.47).
CONCLUSIONS: This study highlights the likely positive effects of certain gamification elements such as levels and achievements on short-term smoking abstinence. Although more robust research with a larger sample size is needed, this research highlights the important role that gamification features integrated into mobile apps can play in facilitating and supporting health behavior change.