Pilot Trial of a Game Embedded in a Smartphone App for Smoking Cessation
- Conditions
- Cigarette Smoking-Related Carcinoma
- Interventions
- Behavioral: Game ModuleBehavioral: Smoke Free smartphone application
- Registration Number
- NCT05227027
- Lead Sponsor
- University of California, San Francisco
- Brief Summary
This study evaluates the effects of a video game embedded in a commercially available mobile application (app) for smoking cessation. Smokers are increasingly turning to mobile health apps for assistance with quitting smoking, and there is a critical need for strategies to engage app users to increase retention and efficacy. Video games are designed to increase users' motivation and engagement, which in turn may increase their exposure and adherence to a smoking cessation program. The hypothesis is that the game increases engagement, retention, and smoking abstinence rates compared with a core version of the app without the game. A two-arm individually randomized pilot trial of 500 adult smokers will test this hypothesis, comparing outcomes for participants randomized to receive the core app plus embedded game with participants randomized to receive the core app only. Primary outcomes relate to user engagement with the app. Secondary outcomes relate to user engagement, efficacy (smoking abstinence), and user satisfaction.
- Detailed Description
PRIMARY OBJECTIVES:
I. Augment an existing smartphone cessation app for smoking cessation with a video game to increase user engagement.
II. Test the feasibility, engagement, and early efficacy of the 'gamified' app, compared to one without gamification.
OUTLINE:
Participants are recruited through the Smoke Free smartphone app and randomized to 1 of 2 arms.
ARM I: Participants receive an educational intervention through the Smoke Free application (core app) with the embedded video game module. Participants complete questionnaires and may undergo saliva sample collection, if they report being smoke-free on follow-up.
ARM II: Participants receive an educational intervention through the Smoke Free application without the video game module (core app only). Participants complete questionnaires and may undergo saliva sample collection, if they report being smoke-free on follow-up.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 500
Not provided
Not provided
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Education plus game module Smoke Free smartphone application Participants receive an educational intervention through the Smoke Free application with the embedded game module. Participants complete questionnaires and may undergo saliva sample collection, if they report being smoke-free on follow-up. Education plus game module Game Module Participants receive an educational intervention through the Smoke Free application with the embedded game module. Participants complete questionnaires and may undergo saliva sample collection, if they report being smoke-free on follow-up. Education module only Smoke Free smartphone application Participants receive an educational intervention through the Smoke Free application only (core app only). Participants complete questionnaires and may undergo saliva sample collection, if they report being smoke-free on follow-up.
- Primary Outcome Measures
Name Time Method Number of Unique App Sessions Enrollment through 56 days after participant's selected quit date (56 to 63 days total) Number of times the app was opened; passively collected by the app and averaged in analysis to calculate mean number of app opens by study group over the study period. A new session is defined as use of the app after at least 30 minutes of inactivity.
Minutes of App Usage Per Session Enrollment through 56 days after participant's selected quit date (56 to 63 days total) Passively collected by the app and averaged in analysis among those with a session to calculate mean number of minutes of usage per session by study group.
- Secondary Outcome Measures
Name Time Method Unique Days With at Least One App Session Enrollment through 56 days after participant's selected quit date (56 to 63 days total) Number of unique days with at least one app session, passively collected by the app and averaged by study group.
Self-reported 7-day Point-prevalence Abstinence at 2 Months 56 days after participant's selected quit date (56 to 63 days after enrollment) Proportion of participants who self-report having abstained for the prior 7 days during the 2-month follow-up assessment, assuming missing = smoking.
Self-reported 30-day Point-prevalence Abstinence at 2 Months 56 days after participant's selected quit date (56 to 63 days after enrollment) Proportion of participants who who self-report having abstained for the prior 30 days during the 2-month follow-up assessment, assuming missing = smoking.
Satisfaction With App 56 days after participant's selected quit date (56 to 63 days after enrollment) Rating of satisfaction with assigned app on a 5-point Likert scale from "Not at all" (1) to "Extremely" (5), assessed in the 2-month follow-up questionnaire. The measure is averaged by study group.
Satisfaction With Game (Intervention Group Only) 56 days after participant's selected quit date (56 to 63 days after enrollment) Rating of satisfaction with the game on a 5-point Likert scale from "Not at all" (1) to "Extremely" (5), assessed in the 2-month follow-up questionnaire. The measure is averaged for the intervention group.
Trial Locations
- Locations (1)
University of California San Francisco
🇺🇸San Francisco, California, United States