Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial

BackgroundNumerous mobile health (mHealth) apps have been developed to support smokers attempting to quit smoking. Although these apps have been reported to be successful, only modest improvements in the quit rate have been measured. It has been proposed that efforts to impro...

Full description

Bibliographic Details
Main Authors: Bindoff, Ivan, Ling, Tristan R, Gee, Peter, Geelan, Benjamin, Ferguson, Stuart G, Peterson, Gregory M
Format: Article
Language:English
Published: JMIR Publications 2020-12-01
Series:JMIR Serious Games
Online Access:http://games.jmir.org/2020/4/e23734/
id doaj-cf20867815b14333bbc14a5462e4d309
record_format Article
spelling doaj-cf20867815b14333bbc14a5462e4d3092021-05-02T19:27:58ZengJMIR PublicationsJMIR Serious Games2291-92792020-12-0184e2373410.2196/23734Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled TrialBindoff, IvanLing, Tristan RGee, PeterGeelan, BenjaminFerguson, Stuart GPeterson, Gregory M BackgroundNumerous mobile health (mHealth) apps have been developed to support smokers attempting to quit smoking. Although these apps have been reported to be successful, only modest improvements in the quit rate have been measured. It has been proposed that efforts to improve user engagement and retention may improve the quit rate further. Owing to the high cost of smoking-related disease, it is considered worthwhile to pursue even small improvements. ObjectiveThe aim of this study was to test a novel smartphone app that leverages premium currency strategies developed by the mobile games industry in an attempt to improve engagement and retention with a smoking cessation intervention. MethodsWe designed and developed a smoking cessation app called “Quittr” in line with previously developed smoking cessation mHealth apps. In addition to this established framework, we added a stand-alone fully featured city-building clicker-style game called “Tappy Town,” and a premium virtual currency called “QuitCoins.” The user earns QuitCoins for using the app in a way that contributes positively toward their quit attempt, and they can redeem these coins in Tappy Town for bonuses. To establish whether these features improved engagement and retention, we ran a 5-month randomized controlled trial where the intervention group had the full app with the extra games features, while the control group had the standard app only. Recruitment was performed via web-based advertising. Participants (N=175) had no direct contact with the researchers or other support staff. ResultsNo significant differences in terms of engagement, retention, or smoking outcomes were found between the control and intervention groups. However, survey data indicated that the majority of the participants valued Tappy Town (10/17, 59%) and the QuitCoins rewards system (13/17, 77%). Usage data also suggested that Tappy Town was widely played and was generally appealing to users (mean total time spent in app, control group: 797 seconds vs intervention group: 3502 seconds, P<.001). Analysis of the results suggests that users in the intervention group may have been negatively affected by the aspects of the chosen design, and some theories were explored to explain this unexpected outcome. ConclusionsAlthough the novel features of the Quittr app failed to improve the key outcomes measured in this study, there were enough positive indications to warrant further exploration of the concept. Additional research will be required to identify and correct any design flaws that may have adversely affected our participants before a follow-up study can be completed. Trial RegistrationAustralian and New Zealand Clinical Trials Register ACTRN12617000491369; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=372661&isReview=truehttp://games.jmir.org/2020/4/e23734/
collection DOAJ
language English
format Article
sources DOAJ
author Bindoff, Ivan
Ling, Tristan R
Gee, Peter
Geelan, Benjamin
Ferguson, Stuart G
Peterson, Gregory M
spellingShingle Bindoff, Ivan
Ling, Tristan R
Gee, Peter
Geelan, Benjamin
Ferguson, Stuart G
Peterson, Gregory M
Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
JMIR Serious Games
author_facet Bindoff, Ivan
Ling, Tristan R
Gee, Peter
Geelan, Benjamin
Ferguson, Stuart G
Peterson, Gregory M
author_sort Bindoff, Ivan
title Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
title_short Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
title_full Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
title_fullStr Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
title_full_unstemmed Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial
title_sort effects of a mobile app called quittr, which utilizes premium currency and games features, on improving engagement with smoking cessation intervention: pilot randomized controlled trial
publisher JMIR Publications
series JMIR Serious Games
issn 2291-9279
publishDate 2020-12-01
description BackgroundNumerous mobile health (mHealth) apps have been developed to support smokers attempting to quit smoking. Although these apps have been reported to be successful, only modest improvements in the quit rate have been measured. It has been proposed that efforts to improve user engagement and retention may improve the quit rate further. Owing to the high cost of smoking-related disease, it is considered worthwhile to pursue even small improvements. ObjectiveThe aim of this study was to test a novel smartphone app that leverages premium currency strategies developed by the mobile games industry in an attempt to improve engagement and retention with a smoking cessation intervention. MethodsWe designed and developed a smoking cessation app called “Quittr” in line with previously developed smoking cessation mHealth apps. In addition to this established framework, we added a stand-alone fully featured city-building clicker-style game called “Tappy Town,” and a premium virtual currency called “QuitCoins.” The user earns QuitCoins for using the app in a way that contributes positively toward their quit attempt, and they can redeem these coins in Tappy Town for bonuses. To establish whether these features improved engagement and retention, we ran a 5-month randomized controlled trial where the intervention group had the full app with the extra games features, while the control group had the standard app only. Recruitment was performed via web-based advertising. Participants (N=175) had no direct contact with the researchers or other support staff. ResultsNo significant differences in terms of engagement, retention, or smoking outcomes were found between the control and intervention groups. However, survey data indicated that the majority of the participants valued Tappy Town (10/17, 59%) and the QuitCoins rewards system (13/17, 77%). Usage data also suggested that Tappy Town was widely played and was generally appealing to users (mean total time spent in app, control group: 797 seconds vs intervention group: 3502 seconds, P<.001). Analysis of the results suggests that users in the intervention group may have been negatively affected by the aspects of the chosen design, and some theories were explored to explain this unexpected outcome. ConclusionsAlthough the novel features of the Quittr app failed to improve the key outcomes measured in this study, there were enough positive indications to warrant further exploration of the concept. Additional research will be required to identify and correct any design flaws that may have adversely affected our participants before a follow-up study can be completed. Trial RegistrationAustralian and New Zealand Clinical Trials Register ACTRN12617000491369; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=372661&isReview=true
url http://games.jmir.org/2020/4/e23734/
work_keys_str_mv AT bindoffivan effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
AT lingtristanr effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
AT geepeter effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
AT geelanbenjamin effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
AT fergusonstuartg effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
AT petersongregorym effectsofamobileappcalledquittrwhichutilizespremiumcurrencyandgamesfeaturesonimprovingengagementwithsmokingcessationinterventionpilotrandomizedcontrolledtrial
_version_ 1721488365368377344