Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game
JMIR Serious Games2018Vol. 6(4), pp. e10252–e10252
Citations Over TimeTop 10% of 2018 papers
Elizabeth A. Edwards, Hope Caton, Jim Lumsden, Carol Rivas, Liz Steed, Yutthana Pirunsarn, Sandra Jumbe, Chris Newby, Aditi Shenvi, Samaresh Mazumdar, Jim Q. Smith, D. Greenhill, Chris Griffiths, Robert Walton
Abstract
A dedicated gamified app to promote smoking cessation has the potential to modify smoking behavior and to deliver effective smoking cessation advice. Iterative, collaborative development using evidence-based behavior change techniques and gamification may help to make the game engaging and potentially effective. Gamified health apps developed in this way may have the potential to provide effective and low-cost health interventions in a wide range of clinical settings.
Related Papers
- → Incorporating Health Behavior Theory into mHealth: an Examination of Weight Loss, Dietary, and Physical Activity Interventions(2019)20 cited
- → Digital Health Solutions for Chronic Illnesses: A Systematic Review of Mobile Health Apps and Quality Analysis with Mobile App Rating Scale(2022)7 cited
- → Developing a Smartphone Application to Support Smoking Behavior Change through Social Comparison(2019)6 cited
- → The Effectiveness of Medical Adherence Mobile Health Solutions for Individuals With Epilepsy: Protocol for a Systematic Review(2024)4 cited
- → Asthma in the digital world(2022)1 cited