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dc.contributor.authorBlok, Amanda C.
dc.contributor.authorSadasivam, Rajani S.
dc.contributor.authorAmante, Daniel J.
dc.contributor.authorKamberi, Ariana
dc.contributor.authorFlahive, Julie
dc.contributor.authorMorley, Jeanne
dc.contributor.authorConigliaro, Joseph
dc.contributor.authorHouston, Thomas K.
dc.date2022-08-11T08:11:02.000
dc.date.accessioned2022-08-23T17:29:42Z
dc.date.available2022-08-23T17:29:42Z
dc.date.issued2019-08-01
dc.date.submitted2019-09-18
dc.identifier.citation<p>Games Health J. 2019 Aug;8(4):275-284. doi: 10.1089/g4h.2018.0076. Epub 2019 Jun 20. <a href="https://doi.org/10.1089/g4h.2018.0076">Link to article on publisher's site</a></p>
dc.identifier.issn2161-783X (Linking)
dc.identifier.doi10.1089/g4h.2018.0076
dc.identifier.pmid31219347
dc.identifier.urihttp://hdl.handle.net/20.500.14038/50378
dc.description.abstractObjective: Digital health technologies most often reach only those more motivated to engage, particularly when preventive health is targeted. To test whether gamification could be used to engage low-motivation smokers, we conceptualized "Take a Break"-a 3-week technology-assisted challenge for smokers to compete in setting and achieving brief abstinence goals. Materials and Methods: In the feasibility study of the multi-technology Take a Break challenge, low-motivation smokers were given (1) daily motivational messages, (2) brief "challenge quizzes" related to smoking behaviors, (3) a telehealth call to personalize their abstinence goal for the challenge, (4) "coping minigames" to help manage cravings while attempting to achieve their brief abstinence goals, and (5) a leaderboard "webApp," providing comparative feedback on smokers' participation, and allowing for competition. Heterogeneity of engagement was tracked. Results: All 41 smokers initially reported that they were not actively quitting. Over half were employed less than full time (51%), completed less than a 4-year college education (76%), and experienced financial stress (54%). No smokers opted out of the motivational messages, and mean proportion of response to the challenge quizzes was 0.88 (SD = 0.19). Half of the smokers reported using the "coping minigames." Almost all set abstinence goals (78%), with over half lasting 1-2 days (51%); median = 1 day (IQR 1-7). Leaderboard points ranged widely. Conclusions: Rates of smoking in the developed world have declined, and those who remain smokers are complex and have lower motivation to quit. Using a game-inspired challenge, we achieved high levels of engagement from low-motivation smokers.
dc.language.isoen_US
dc.relation<p><a href="http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=pubmed&cmd=Retrieve&list_uids=31219347&dopt=Abstract">Link to Article in PubMed</a></p>
dc.relation.urlhttps://doi.org/10.1089/g4h.2018.0076
dc.subjectUMCCTS funding
dc.subjectDigital technology
dc.subjectGame design theory
dc.subjectMotivational intervention
dc.subjectTobacco cessation
dc.subjectUsability and feasibility testing
dc.subjecteHealth
dc.subjectBehavioral Medicine
dc.subjectHealth Psychology
dc.subjectPreventive Medicine
dc.subjectPsychiatry and Psychology
dc.subjectSubstance Abuse and Addiction
dc.subjectTelemedicine
dc.subjectTranslational Medical Research
dc.titleGamification to Motivate the Unmotivated Smoker: The "Take a Break" Digital Health Intervention
dc.typeJournal Article
dc.source.journaltitleGames for health journal
dc.source.volume8
dc.source.issue4
dc.identifier.legacycoverpagehttps://escholarship.umassmed.edu/umccts_pubs/205
dc.identifier.contextkey15360843
html.description.abstract<p>Objective: Digital health technologies most often reach only those more motivated to engage, particularly when preventive health is targeted. To test whether gamification could be used to engage low-motivation smokers, we conceptualized "Take a Break"-a 3-week technology-assisted challenge for smokers to compete in setting and achieving brief abstinence goals.</p> <p>Materials and Methods: In the feasibility study of the multi-technology Take a Break challenge, low-motivation smokers were given (1) daily motivational messages, (2) brief "challenge quizzes" related to smoking behaviors, (3) a telehealth call to personalize their abstinence goal for the challenge, (4) "coping minigames" to help manage cravings while attempting to achieve their brief abstinence goals, and (5) a leaderboard "webApp," providing comparative feedback on smokers' participation, and allowing for competition. Heterogeneity of engagement was tracked.</p> <p>Results: All 41 smokers initially reported that they were not actively quitting. Over half were employed less than full time (51%), completed less than a 4-year college education (76%), and experienced financial stress (54%). No smokers opted out of the motivational messages, and mean proportion of response to the challenge quizzes was 0.88 (SD = 0.19). Half of the smokers reported using the "coping minigames." Almost all set abstinence goals (78%), with over half lasting 1-2 days (51%); median = 1 day (IQR 1-7). Leaderboard points ranged widely.</p> <p>Conclusions: Rates of smoking in the developed world have declined, and those who remain smokers are complex and have lower motivation to quit. Using a game-inspired challenge, we achieved high levels of engagement from low-motivation smokers.</p>
dc.identifier.submissionpathumccts_pubs/205
dc.contributor.departmentDepartment of Population and Quantitative Health Sciences
dc.source.pages275-284


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