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Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation

机译:渴望:一种可帮助戒烟的分心/动机手机游戏

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Background Smoking is still the number one preventable cause of death. Cravings—an intense desire or longing for a cigarette—are a major contributor to quit attempt failure. New tools to help smokers’ manage their cravings are needed. Objective To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. Methods We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014. Results Our concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App-Store, with 1526 smokers visiting the online resource www.decide2quit.org linked to the game. Conclusions Overall, playing the game resulted in small, but nonsignificant decreases in cravings, with changes greater for those had already quit for more than 48 hours. Lessons learned can inform further development. Future research could incorporate mHealth games in multicomponent cessation interventions.
机译:背景吸烟仍然是可预防的第一大死亡原因。渴望(强烈的渴望或对香烟的渴望)是导致尝试失败的重要原因。需要新的工具来帮助吸烟者管理其渴望。目的提供一个案例研究,研究开发过程和测试分散注意力/激励游戏(Crave-Out)以帮助管理渴望。方法我们采用了分阶段的方法:在阶段1(alpha测试)中,我们使用了基于Web的原型来测试和完善游戏概念。在第二阶段(测试版)中,我们使用前贴设计评估了手机游戏原型的分散注意力/动机潜力。在不同的禁欲时间后,吸烟者在玩《渴望》之前和之后完成了《吸烟急诊问卷》(QSU-Brief)的测量。配对的t检验用于比较赛前和赛后QSU-Brief水平。为了测试传播潜力,我们在Apple iTunes App Store上发布了该游戏,并跟踪了2011年12月22日至2014年5月5日之间的下载。结果我们的概念改进产生了一个多层次的模式记忆挑战游戏,每个层次的难度都在增加。吸烟者可以根据需要玩游戏。在每个级别的末尾,为吸烟者提供了下一个级别的明确目标和奖励(使用激励代币的积极强化,代表了戒烟的好处)。吸烟者认为它使他们想起吸烟,因此在alpha测试中消除了负强化作用。 QSU-Brief(N = 30)的测量得出赛前平均值为3.24(SD 1.65),赛后平均值为2.99(SD 1.40),而渴望总体降低0.25(无统计学意义)。在子集分析中,对于戒酒时间超过48小时(N = 5)的吸烟者,QSU-Brief下降显着,赛前平均值为2.84(SD 1.16),赛后平均值为2.0(SD 0.94;变化= 0.84; P = .03)。在2011年12月22日至2014年5月29日之间,该游戏已从App Store下载了3372次,有1526名吸烟者访问了与该游戏链接的在线资源www.decide2quit.org。结论总的来说,玩游戏会导致渴望的减少,但幅度并不显着,对于已经退出游戏超过48小时的玩家来说,变化更大。汲取的经验教训可以为进一步的发展提供信息。未来的研究可能会将mHealth游戏纳入多组分戒烟干预措施中。

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