Authors
Goodwin S, Nastasi JA, Newman ST, Rapoza D, and Raiff BR
Purpose
Evaluation of feasibility and acceptability of Inspired, a novel mobile video game-based smoking cessation intervention.
Methods
Forty-eight adult smokers with expressed desire to quit smoking were recruited from web outlets to use the Inspired mobile intervention for 7 weeks. The object of the game was to defend a village and its people from invading “creatures of darkness.” Game levels could be unlocked twice daily when participants self-reported the number of cigarettes smoked since their previous entry. Completion of levels awarded players with in-game currency. At enrollment, participants were randomized to receive additional submission contingent (SC) or abstinence-contingent (AC) rewards based on their completion of self-reports (SC) or self-reports aligned with smoking reduction or abstinence goals (AC). Participants completed a web-based survey at intake, weeks 4 and 7, and 30-day follow-up.
Findings
- Acceptability of Inspired by participants was good as evidenced by moderately favorable scores on an 11-point scale (0=definitely no – 10=absolutely yes). Participants reported that the game was helpful (mean 5.3, SD 3.6), that they had high intention to use Inspired in the future to quit smoking (mean 6.4, SD 3.4), and that they would recommend it to a friend (mean 6.5, SD 3.2). High treatment dropout and low engagement over the study period diminished feasibility.
- There was no difference in smoking reduction or abstinence by reward group. There were non-significant trends in impact on short-term smoking goals but limited effectiveness signals for abstinence over time. At 30-day follow-up, 23% of all participants had not smoked in the past 7 days and 31% had gone 24 hours without a cigarette in the previous 2 weeks.
- The highest game level achieved, but not the total game score, was associated with the longest duration of continuous abstinence.
Relevance
- This mobile video-game based smoking cessation intervention has the potential to reach broad audiences with an easily accessible intervention that can be used on smartphones.
- The intervention was reported to have good acceptability and feasibility for some participants.
- Research to identify specific components of the gameplay that could be adjusted to increase engagement and retention, as well as characteristics associated with variability in these constructs, may help increase effectiveness and implementation in future iterations of Inspired.