Gamification to Motivate the Unmotivated Smoker: The "Take a Break" Digital Health Intervention
| dc.contributor.author | Blok, Amanda C. | |
| dc.contributor.author | Sadasivam, Rajani S. | |
| dc.contributor.author | Amante, Daniel J. | |
| dc.contributor.author | Kamberi, Ariana | |
| dc.contributor.author | Flahive, Julie | |
| dc.contributor.author | Morley, Jeanne | |
| dc.contributor.author | Conigliaro, Joseph | |
| dc.contributor.author | Houston, Thomas K. | |
| dc.date | 2022-08-11T08:11:02.000 | |
| dc.date.accessioned | 2022-08-23T17:29:42Z | |
| dc.date.available | 2022-08-23T17:29:42Z | |
| dc.date.issued | 2019-08-01 | |
| dc.date.submitted | 2019-09-18 | |
| 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.issn | 2161-783X (Linking) | |
| dc.identifier.doi | 10.1089/g4h.2018.0076 | |
| dc.identifier.pmid | 31219347 | |
| dc.identifier.uri | http://hdl.handle.net/20.500.14038/50378 | |
| dc.description.abstract | 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. 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.iso | en_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.url | https://doi.org/10.1089/g4h.2018.0076 | |
| dc.subject | UMCCTS funding | |
| dc.subject | Digital technology | |
| dc.subject | Game design theory | |
| dc.subject | Motivational intervention | |
| dc.subject | Tobacco cessation | |
| dc.subject | Usability and feasibility testing | |
| dc.subject | eHealth | |
| dc.subject | Behavioral Medicine | |
| dc.subject | Health Psychology | |
| dc.subject | Preventive Medicine | |
| dc.subject | Psychiatry and Psychology | |
| dc.subject | Substance Abuse and Addiction | |
| dc.subject | Telemedicine | |
| dc.subject | Translational Medical Research | |
| dc.title | Gamification to Motivate the Unmotivated Smoker: The "Take a Break" Digital Health Intervention | |
| dc.type | Journal Article | |
| dc.source.journaltitle | Games for health journal | |
| dc.source.volume | 8 | |
| dc.source.issue | 4 | |
| dc.identifier.legacycoverpage | https://escholarship.umassmed.edu/umccts_pubs/205 | |
| dc.identifier.contextkey | 15360843 | |
| 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.submissionpath | umccts_pubs/205 | |
| dc.contributor.department | Department of Population and Quantitative Health Sciences | |
| dc.source.pages | 275-284 |