Co-creating a gamified tool for cannabis and tobacco use monitoring: participant-driven development
File(s) 1-s2.0-S0376871625003333-main.pdf (3.4 MB)
Published version
Author(s)
Type
Journal Article
Abstract
Introduction
The growing use of cannabis, often alongside tobacco, presents challenges for substance use treatment programs (SUTPs), as it intensifies withdrawal symptoms. To address dual dependencies and improve engagement, we developed a gamified web app for individuals in SUTP who use cannabis to monitor their use. This paper describes the tool’s co-creation process and and, findings that guided alignment with target needs.
Methods
Seventeen adults with current or past cannabis use were recruited from SUTPs in Catalonia (2021–2023). Using a qualitative, participatory design, the study involved reflexive thematic analysis and co-creation with researchers, clinicians, and gamification experts. Development followed four phases: (1) Discovering, expectations and motivations through interviews; (2) Deepening in Co-design, exploring needs and profiles; (3) Narrative Development, basing stories on real experiences; and (4) Technical Development, adapting features to goals.
Results
In Phase 1, two archetypes were identified: “socializers” and “explorers”, along with core values, such as acceptance, social connection, and life control. Phase 2 revealed expectations for content on autonomy, stigma reduction, empathy, self-confidence, tranquility, and curiosity as key motivators. Phase 3 created three stories. Phase 4 produced a customized tracking app, integrating questionnaires.
Conclusion
This study highlights the value of co-creation in designing interventions for SUTPs and demonstrates usefulness of participatory approaches to create mHealth tools. These approaches informed the app’s design to align with individuals' motivations and preferences, grounded in lived experiences. The resulting web app provides personalized support for substance use treatment. Future research should explore clinical and behavioral impacts.
The growing use of cannabis, often alongside tobacco, presents challenges for substance use treatment programs (SUTPs), as it intensifies withdrawal symptoms. To address dual dependencies and improve engagement, we developed a gamified web app for individuals in SUTP who use cannabis to monitor their use. This paper describes the tool’s co-creation process and and, findings that guided alignment with target needs.
Methods
Seventeen adults with current or past cannabis use were recruited from SUTPs in Catalonia (2021–2023). Using a qualitative, participatory design, the study involved reflexive thematic analysis and co-creation with researchers, clinicians, and gamification experts. Development followed four phases: (1) Discovering, expectations and motivations through interviews; (2) Deepening in Co-design, exploring needs and profiles; (3) Narrative Development, basing stories on real experiences; and (4) Technical Development, adapting features to goals.
Results
In Phase 1, two archetypes were identified: “socializers” and “explorers”, along with core values, such as acceptance, social connection, and life control. Phase 2 revealed expectations for content on autonomy, stigma reduction, empathy, self-confidence, tranquility, and curiosity as key motivators. Phase 3 created three stories. Phase 4 produced a customized tracking app, integrating questionnaires.
Conclusion
This study highlights the value of co-creation in designing interventions for SUTPs and demonstrates usefulness of participatory approaches to create mHealth tools. These approaches informed the app’s design to align with individuals' motivations and preferences, grounded in lived experiences. The resulting web app provides personalized support for substance use treatment. Future research should explore clinical and behavioral impacts.
Date Issued
2025-11-01
Date Acceptance
2025-09-05
Citation
Drug and Alcohol Dependence, 2025, 276
ISSN
0376-8716
Publisher
Elsevier
Journal / Book Title
Drug and Alcohol Dependence
Volume
276
Copyright Statement
© 2025 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/bync-nd/4.0/).
Identifier
https://www.ncbi.nlm.nih.gov/pubmed/40975944
PII: S0376-8716(25)00333-3
Subjects
Cannabis
Co-creation
Gamification
Substance use
Tobacco
Treatment
Web app
Publication Status
Published
Coverage Spatial
Ireland
Article Number
112880
Date Publish Online
2025-09-12
