Bindoff Ivan, de Salas Kristy, Peterson Gregory, Ling Tristan, Lewis Ian, Wells Lindsay, Gee Peter, Ferguson Stuart G
University of Tasmania, Hobart, Australia.
JMIR Serious Games. 2016 Dec 1;4(2):e19. doi: 10.2196/games.6258.
Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it difficult to maintain long-term abstinence. Behavioral support, such as education, advice, goal-setting, and encouragement, is known to be beneficial in improving the likelihood of succeeding in a quit attempt, but it remains difficult to effectively deliver this behavioral support and keep the patient engaged with the process for a sufficient duration. In an attempt to solve this, there have been numerous mobile apps developed, yet engagement and retention have remained key challenges that limit the potential effectiveness of these interventions. Video games have been clearly linked with the effective delivery of health interventions, due to their capacity to increase motivation and engagement of players.
The objective of this study is to describe the design and development of a smartphone app that is theory-driven, and which incorporates gaming characteristics in order to promote engagement with content, and thereby help smokers to quit.
Game design and development was informed by a taxonomy of motivational affordances for meaningful gamified and persuasive technologies. This taxonomy describes a set of design components that is grounded in well-established psychological theories on motivation.
This paper reports on the design and development process of Quittr, a mobile app, describing how game design principles, game mechanics, and game elements can be used to embed education and support content, such that the app actually requires the user to access and engage with relevant educational content. The next stage of this research is to conduct a randomized controlled trial to determine whether the additional incentivization game features offer any value in terms of the key metrics of engagement-how much content users are consuming, how many days users are persisting with using the app, and what proportion of users successfully abstain from smoking for 28 days, based on user-reported data and verified against a biochemical baseline using cotinine tests.
We describe a novel, and theoretically-informed mobile app design approach that has a broad range of potential applications. By using the virtual currency approach, we remove the need for the game to comprehensively integrate the healthy activity as part of its actual play mechanics. This opens up the potential for a wide variety of health problems to be tackled through games where no obvious play mechanic presents itself. The implications of this app are that similar approaches may be of benefit in areas such as managing chronic conditions (diabetes, heart disease, etc), treating substance abuse (alcohol, illicit drugs, etc), diet and exercise, eating disorders (anorexia, bulimia, and binge eating), and various phobias.
在发达国家,吸烟被认为是最大的、单一的可预防死亡和疾病原因。虽然大多数吸烟者表示想戒烟,且每年都有许多人尝试,但吸烟者发现难以保持长期戒烟状态。行为支持,如教育、建议、目标设定和鼓励,已知有助于提高戒烟尝试成功的可能性,但有效提供这种行为支持并使患者在足够长的时间内参与该过程仍然很困难。为了解决这个问题,已经开发了许多移动应用程序,但参与度和留存率仍然是限制这些干预措施潜在效果的关键挑战。电子游戏已被明确证明与健康干预措施的有效实施有关,因为它们能够提高玩家的积极性和参与度。
本研究的目的是描述一款基于理论驱动的智能手机应用程序的设计与开发,该应用程序融入游戏特性以促进对内容的参与度,从而帮助吸烟者戒烟。
游戏设计和开发参考了有意义的游戏化和说服性技术的动机特性分类法。该分类法描述了一组基于成熟动机心理学理论的设计组件。
本文报告了一款名为Quittr的移动应用程序的设计和开发过程,描述了游戏设计原则、游戏机制和游戏元素如何用于嵌入教育和支持内容,使得该应用程序实际上要求用户访问并参与相关教育内容。本研究的下一阶段是进行一项随机对照试验,以确定额外的激励游戏功能在参与度的关键指标方面是否具有任何价值——用户消费了多少内容、用户持续使用该应用程序的天数、以及根据用户报告的数据并通过使用可替宁测试与生化基线进行核对后,成功戒烟28天的用户比例。
我们描述了一种新颖的、基于理论的移动应用程序设计方法,该方法具有广泛的潜在应用。通过使用虚拟货币方法,我们无需游戏将健康活动全面整合为其实际游戏机制的一部分。这为通过游戏解决各种健康问题开辟了潜力,而这些游戏并没有明显的游戏机制。该应用程序的意义在于,类似的方法可能在管理慢性病(糖尿病、心脏病等)、治疗药物滥用(酒精、非法药物等)、饮食和运动、饮食失调(厌食症、贪食症和暴饮暴食)以及各种恐惧症等领域有益。