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Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavi...

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Autores principales: El-Hilly, Abdulrahman Abdulla, Iqbal, Sheeraz Syed, Ahmed, Maroof, Sherwani, Yusuf, Muntasir, Mohammed, Siddiqui, Sarim, Al-Fagih, Zaid, Usmani, Omar, Eisingerich, Andreas B
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5099502/
https://www.ncbi.nlm.nih.gov/pubmed/27777216
http://dx.doi.org/10.2196/games.5678
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author El-Hilly, Abdulrahman Abdulla
Iqbal, Sheeraz Syed
Ahmed, Maroof
Sherwani, Yusuf
Muntasir, Mohammed
Siddiqui, Sarim
Al-Fagih, Zaid
Usmani, Omar
Eisingerich, Andreas B
author_facet El-Hilly, Abdulrahman Abdulla
Iqbal, Sheeraz Syed
Ahmed, Maroof
Sherwani, Yusuf
Muntasir, Mohammed
Siddiqui, Sarim
Al-Fagih, Zaid
Usmani, Omar
Eisingerich, Andreas B
author_sort El-Hilly, Abdulrahman Abdulla
collection PubMed
description BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond.
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spelling pubmed-50995022016-11-18 Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study El-Hilly, Abdulrahman Abdulla Iqbal, Sheeraz Syed Ahmed, Maroof Sherwani, Yusuf Muntasir, Mohammed Siddiqui, Sarim Al-Fagih, Zaid Usmani, Omar Eisingerich, Andreas B JMIR Serious Games Original Paper BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond. JMIR Publications 2016-10-24 /pmc/articles/PMC5099502/ /pubmed/27777216 http://dx.doi.org/10.2196/games.5678 Text en ©Abdulrahman Abdulla El-Hilly, Sheeraz Syed Iqbal, Maroof Ahmed, Yusuf Sherwani, Mohammed Muntasir, Sarim Siddiqui, Zaid Al-Fagih, Omar Usmani, Andreas B Eisingerich. Originally published in JMIR Serious Games (http://games.jmir.org), 24.10.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
El-Hilly, Abdulrahman Abdulla
Iqbal, Sheeraz Syed
Ahmed, Maroof
Sherwani, Yusuf
Muntasir, Mohammed
Siddiqui, Sarim
Al-Fagih, Zaid
Usmani, Omar
Eisingerich, Andreas B
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title_full Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title_fullStr Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title_full_unstemmed Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title_short Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
title_sort game on? smoking cessation through the gamification of mhealth: a longitudinal qualitative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5099502/
https://www.ncbi.nlm.nih.gov/pubmed/27777216
http://dx.doi.org/10.2196/games.5678
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