Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-08-21 DOI:10.2196/54684
Shelby Goodwin, Jessica A Nastasi, Schyler T Newman, Darion Rapoza, Bethany R Raiff
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Abstract

Background: Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game-based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, including high cost, lack of health care access, and low engagement.

Objective: The purpose of this study was to evaluate the feasibility and acceptability of a video game-based smoking cessation intervention called Inspired and its impact on the 7-day smoking point prevalence at the 30-day follow-up.

Methods: US adults (n=48) were recruited via the web to use Inspired on their smartphones for 7 weeks. The object of the game was to defend a healing tree against attackers. Levels of the game were unlocked twice daily when participants self-reported the number of cigarettes they smoked since the previous entry. Completion of the levels awarded players in-game currency, which could strengthen in-game abilities. Participants received additional in-game rewards to aid gameplay by submitting either smoking self-reports only or self-reports indicating abstinence, determined through random assignment. In addition, participants completed a web-based survey at intake, week 4, week 7, and the 30-day follow-up.

Results: Of the 48 participants, who had an average age of 39.8 (SD 10.7) years, 27 (56%) were female, 4 (8%) Hispanic, 37 (77%) White, and 27 (56%) employed; 26 (54%) earned

Conclusions: These results support the acceptability of Inspired. Although high dropout rates prevent conclusions on feasibility, a subset of the participants responded favorably. Scalable and accessible video game-based smoking cessation interventions could be the key to addressing the foremost cause of preventable morbidity and mortality in the United States.

Trial registration: ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003.

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支持戒烟的手机游戏的可行性和可接受性:重复测量研究》。
背景:约有一半吸烟者试图戒烟,但其中 90% 的尝试都以失败告终。基于视频游戏的干预措施有可能解决循证戒烟治疗的常见障碍,包括高成本、缺乏医疗途径和参与度低等:本研究旨在评估基于视频游戏的戒烟干预 "Inspired "的可行性和可接受性,以及其对 30 天随访的 7 天吸烟点流行率的影响:方法:通过网络招募美国成年人(48 人)使用智能手机上的 Inspired,为期 7 周。游戏的目的是保护一棵治愈树免受攻击。游戏的关卡每天解锁两次,参与者需自我报告自上次进入游戏以来吸烟的数量。完成关卡可获得游戏币,用于增强游戏能力。参与者只需提交吸烟自我报告或表明戒烟的自我报告,即可获得额外的游戏奖励,这些奖励是通过随机分配确定的。此外,参与者还在入门、第 4 周、第 7 周和 30 天随访时完成了一项网络调查:结果:48 名参与者的平均年龄为 39.8 岁(标准差 10.7),其中 27 人(56%)为女性,4 人(8%)为西班牙裔,37 人(77%)为白人,27 人(56%)有工作;26 人(54%)有收入:这些结果支持 Inspired 的可接受性。虽然辍学率较高,无法就可行性得出结论,但部分参与者的反应良好。以视频游戏为基础的可扩展、可获得的戒烟干预措施可能是解决美国可预防的发病率和死亡率的首要原因的关键:ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003.
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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