Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market
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Author(s)
Rajani, Nikita
Weth, Dominik
Mastellos, Nikolaos
Filippidis, Filippos
Type
Journal Article
Abstract
Objective: Mobile phone-based interventions have been proven to be effective tools for smoking cessation, at least in the short term. Gamification, i.e. the use of game-design elements in a non-game context, has been associated with increased engagement and motivation, critical success factors for long-term success of mHealth solutions. However, to date no app review has examined the use of gamification in smoking cessation mobile apps. Our review aims to examine and quantify the use of gamification strategies (broad principles) and tactics (on-screen features) among existing mobile apps for smoking cessation in the UK.
Methods: The UK Android and iOS markets were searched in February 2018 to identify smoking cessation apps. 125 Android and 15 iOS apps were tested independently by two reviewers for primary functionalities, adherence to Five A smoking cessation guidelines, and adoption of gamification strategies and tactics. We examined differences between platforms with chi-square tests. Correlation coefficients were calculated to explore the relationship between adherence to guidelines and gamification.
Results: The most common functionality of the 140 mobile apps we reviewed allowed users to track the days since/until the quit date (86.4%). The most popular gamification strategy across both platforms was performance feedback (91.4%). The majority of apps adopted a medium level of gamification strategies (55.0%) and tactics (64.3%). Few adopted high levels of gamification strategies (6.4%) or tactics (5.0%). No statistically significant differences between the two platforms were found regarding level of gamification (p-value>0.05) and weak correlations were found between adherence to Five A’s and gamification strategies (r=0.38) and tactics r= (0.26).
Conclusion: The findings of this review show that a high level of gamification is adopted by a small minority of smoking cessation apps in the UK. Further exploration of the use of gamification in smoking cessation apps may provide insights into its role in smoking cessation.
Methods: The UK Android and iOS markets were searched in February 2018 to identify smoking cessation apps. 125 Android and 15 iOS apps were tested independently by two reviewers for primary functionalities, adherence to Five A smoking cessation guidelines, and adoption of gamification strategies and tactics. We examined differences between platforms with chi-square tests. Correlation coefficients were calculated to explore the relationship between adherence to guidelines and gamification.
Results: The most common functionality of the 140 mobile apps we reviewed allowed users to track the days since/until the quit date (86.4%). The most popular gamification strategy across both platforms was performance feedback (91.4%). The majority of apps adopted a medium level of gamification strategies (55.0%) and tactics (64.3%). Few adopted high levels of gamification strategies (6.4%) or tactics (5.0%). No statistically significant differences between the two platforms were found regarding level of gamification (p-value>0.05) and weak correlations were found between adherence to Five A’s and gamification strategies (r=0.38) and tactics r= (0.26).
Conclusion: The findings of this review show that a high level of gamification is adopted by a small minority of smoking cessation apps in the UK. Further exploration of the use of gamification in smoking cessation apps may provide insights into its role in smoking cessation.
Date Issued
2019-06
Date Acceptance
2019-05-16
Citation
BMJ Open, 2019, 9 (6)
ISSN
2044-6055
Publisher
BMJ Journals
Journal / Book Title
BMJ Open
Volume
9
Issue
6
Copyright Statement
© Author(s) (or their employer(s)) 2019. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. This is an open access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited, appropriate credit is given, any changes made indicated, and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/.
Subjects
gamification
mHealth
mobile applications
smoking cessation
1103 Clinical Sciences
1117 Public Health and Health Services
1199 Other Medical and Health Sciences
Publication Status
Published
Article Number
e027883
Date Publish Online
2019-06-17