Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.

Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.
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DOI:
10.2196/games.5678
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发表时间:
2016-10-24
期刊:
影响因子:
4
通讯作者:
Eisingerich AB
Eisingerich AB
中科院分区:
医学3区
文献类型:
--
作者:
El-Hilly AA;Iqbal SS;Ahmed M;Sherwani Y;Muntasir M;Siddiqui S;Al-Fagih Z;Usmani O;Eisingerich AB

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在应用程序开发期间,寻找方法来增加和维持对mHealth干预措施的参与已成为一项挑战。虽然游戏化显示出了希望,并在许多领域被证明是有效的,但关键问题仍然是如何利用游戏化来改变健康行为。这项研究的目的是调查mHealth干预措施的游戏化如何导致健康行为的变化,特别是在戒烟方面。我们对16名吸烟者进行了一项定性的纵向研究,将其分为两组(一组使用游戏化干预,另一组使用非游戏化干预)。每个参与者在5周的时间里接受了4次半结构化访谈。还对游戏化、移动健康和戒烟方面的4位专家进行了半结构化访谈。访谈被逐字记录,并进行了专题分析。结果表明,知觉的行为控制和内在动机对游戏投入起到积极的驱动作用,从而产生积极的健康行为。重要的是,外部社会影响产生了负面影响。我们确定了3个关键因素,它们的存在是游戏参与所必需的:目的(用户已知的明确目的)、用户一致性(游戏和用户目标的一致性)和功能效用(设计良好的游戏)。我们将这些发现总结在一个框架中,以指导游戏化mHealth干预措施的未来发展。游戏化有可能成为一种低成本、高效率的mHealth解决方案,它可以取代或补充目前戒烟计划中的行为支持成分。这里报告的框架建立在特定于戒烟的证据基础上,但它可以适应其他疾病类别的健康干预。未来的研究需要评估该框架的普适性和有效性,直接针对目前戒烟及其他领域的行为支持治疗干预。
Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond.
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