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

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

DOI:
10.2196/10252
复制
发表时间:
2018-11-29
期刊:
影响因子:
4
通讯作者:
Walton RT
Walton RT
中科院分区:
医学3区
文献类型:
--
作者:
Edwards EA;Caton H;Lumsden J;Rivas C;Steed L;Pirunsarn Y;Jumbe S;Newby C;Shenvi A;Mazumdar S;Smith JQ;Greenhill D;Griffiths CJ;Walton RT

文献摘要

被引文献

相似文献

游戏技术越来越被认为是改变行为和提高手机应用用户粘性的有效方法。手机游戏的迅速普及提供了一个前所未有的机会,可以接触到大量的人,并影响广泛的健康相关行为。然而,数字干预在卫生保健领域仍处于萌芽阶段,实现健康行为改变的最佳游戏化方法仍在研究中。目前,应用程序开发人员和医疗保健专业人员缺乏可行的方法来促进游戏化健康应用的理论设计。本研究旨在呈现游戏化戒烟健康app Cigbreak开发过程中所采取的一系列步骤。采用系统迭代的方法(1)组建多学科专家设计团队,(2)定义问题并建立用户偏好,(3)纳入证据基础,(4)整合游戏化,(5)添加行为改变技术,(6)形成逻辑模型,(7)用户测试。共有10个焦点小组对73名吸烟者进行了调查。用户发现这款应用是一种吸引人、激励人的方式,可以获得戒烟建议,也有助于分散人们对吸烟的注意力;84%(62/73)的吸烟者表示他们会再次玩游戏并推荐给朋友。一款专门用于促进戒烟的游戏化应用程序有可能改变吸烟行为,并提供有效的戒烟建议。使用基于证据的行为改变技术和游戏化的迭代、协作开发可能有助于提高游戏的吸引力和潜在的有效性。以这种方式开发的游戏化健康应用程序可能有潜力在广泛的临床环境中提供有效和低成本的健康干预措施。
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. This study aimed to present a series of steps undertaken during the development of Cigbreak, a gamified smoking cessation health app. 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. 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. 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.