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Pilot Trial of a Game Embedded in a Smartphone App for Smoking Cessation

Influence of a Game Embedded in a Smartphone App for Smoking Cessation on User Engagement: A Randomized Pilot Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05227027
Enrollment
500
Registered
2022-02-07
Start date
2022-02-09
Completion date
2022-05-31
Last updated
2024-01-03

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cigarette Smoking-Related Carcinoma

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.

Interventions

BEHAVIORALGame Module

Receive access to the the game module through the free, 'Smoke Free' smartphone application

BEHAVIORALSmoke Free smartphone application

Receive educational intervention through the free 'Smoke Free' smartphone application (core version of the app)

Sponsors

National Cancer Institute (NCI)
CollaboratorNIH
National Institute on Aging (NIA)
CollaboratorNIH
University of California, Berkeley
CollaboratorOTHER
Johns Hopkins University
CollaboratorOTHER
University of California, San Francisco
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

1. Provides electronic informed consent. 2. Male or female, aged 18 and older 3. Has downloaded and opened the Smoke Free app 4. A smoker of at least 1 cigarette per day 5. Plans to quit smoking within the next 7 days 6. Speaks, reads, and writes English 7. Lives in the United States

Exclusion criteria

None

Design outcomes

Primary

MeasureTime frameDescription
Number of Unique App SessionsEnrollment 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 SessionEnrollment 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

MeasureTime frameDescription
Self-reported 30-day Point-prevalence Abstinence at 2 Months56 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.
Unique Days With at Least One App SessionEnrollment 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.
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.
Satisfaction With App56 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.
Self-reported 7-day Point-prevalence Abstinence at 2 Months56 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.

Other

MeasureTime frameDescription
Motivation to Quit56 days after participant's selected quit date (56 to 63 days after enrollment)Motivation to quit, reported on a 10-point scale from not at all motivated (0) to very unmotivated (10) and assessed in the 2-month follow-up.
Biochemically Verified 7-day Point-prevalence Abstinence at 2 Months56 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 7 days during the 2-month follow-up assessment, verified by saliva cotinine test, assuming missing = smoking. Averaged by study group. Recoded to 0 if the person reported having smoked during the same 7-day window during repeated measurement of daily smoking in the app.
Digital Therapeutic Alliance56 days after participant's selected quit date (56 to 63 days after enrollment)The measure includes items from the Bonding and Confidence subscales from the Mobile Agnew Relationship Measure, a scale of digital therapeutic alliance. Two items from each of the Bonding and Confidence subscales were included. Each item was asked on a 4-point Likert scale from strongly disagree (1) to strongly agree (4). The subscale items were combined to give a total possible score of 16 and a range of 4 (low alliance) to 16 (high alliance). The measure is averaged by study group. Assessed in the 2-month follow-up.
Biochemically Verified 30-day Point-prevalence Abstinence at 2 Months56 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, verified by saliva cotinine test, assuming missing = smoking. Averaged by study group. Recoded to 0 if the person reported having smoked during the same 30-day window during repeated measurement of daily smoking in the app.
Repeated 1-day Point-prevalence Smoking AbstinenceDuring the 56 days after participant's selected quit dateProportion of days in which participants self-report having abstained in the last 24 hours, collected via a pop-up box that appears the first time each day a participant opens the app. Averaged by study group.
Program Adherence (Index of Core Feature Use)Enrollment through 56 days after participant's selected quit date (56 to 63 days total)Number of non-game (core app) activities completed in the app by activity type: passively collected by the app to assess number of times the participant completed the following activity types: reported a craving, recorded a diary, completed a mission, read a tip, used the chatbot.
Gifts Unlocked (Intervention Group Only)Enrollment through 56 days after participant's selected quit date (56 to 63 days total)Number of in-game gifts unlocked during the study period (intervention group only); a summary measure of intensity of engagement (dose of treatment) of the app; passively collected by the app.
Game Activities (Intervention Group Only)Enrollment through 56 days after participant's selected quit date (56 to 63 days total)Number of game activities completed in the app by activity type; passively collected by the app to assess number of times the participant completed the following activity types: navigated to the game dashboard, completed each pet care activity (breathing exercise, feeding, washing, memory mini-game), visited the park, entered the dragon guide.
Recommends App to Friend56 days after participant's selected quit date (56 to 63 days after enrollment)Rating of whether would recommend assigned app to a friend 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.

Countries

United States

Participant flow

Participants by arm

ArmCount
Educational Intervention Plus Game Module
Participants receive free access to an educational intervention consisting of the core features of the Smoke Free application, as well as the integrated game module. Participants complete questionnaires and are invited to completed remote saliva sample collection if they report being smoke-free at follow-up. Smoke Free educational intervention: Receive free access to core features of the Smoke Free smartphone application, including a calculator that tracks time elapsed since quitting smoking, progress indicators regarding predicted health improvements, daily tasks to avoid and resist urges to smoke, and a text-based chatbot that delivers smoking cessation guidance. Game module: Receive free access to the the Inner Dragon game module integrated into the Smoke Free smartphone application. In the Inner Dragon game, users care for a customizable pet dragon. that evolves in tandem with the user's progress in quitting smoking. The game includes several key features: 1) the dragon hatches on the user's quit day and evolves every 7 days to unlock new attributes and powers; 2) users earn experience points by using selected core app features; 3) users maintain care meters that change when the dragon is fed or pet; 4) the game provides tools for the user to better cope with the challenges of withdrawal, such as a breathing exercise to provide calmness and a memory minigame as a distraction; and 5) users can asynchronously interact with other users' dragons in a dragon park.
241
Educational Intervention Only
Participants receive free access to an educational intervention consisting of the core features of the Smoke Free application only. Participants complete questionnaires and are invited to completed remote saliva sample collection if they report being smoke-free at follow-up. Smoke Free educational intervention: Receive free access to core features of the Smoke Free smartphone application, including a calculator that tracks time elapsed since quitting smoking, progress indicators regarding predicted health improvements, daily tasks to avoid and resist urges to smoke, and a text-based chatbot that delivers smoking cessation guidance.
238
Total479

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyDid not finish the onboarding process within the Smoke Free app prior to learning their allocation1011

Baseline characteristics

CharacteristicEducational Intervention Plus Game ModuleEducational Intervention OnlyTotal
Age, Continuous38 years35 years36 years
Cigarettes per day15 cigarettes15 cigarettes15 cigarettes
Educational attainment
Bachelor's or associate degree
83 Participants68 Participants151 Participants
Educational attainment
Graduate degree
20 Participants31 Participants51 Participants
Educational attainment
High school diploma or less
45 Participants55 Participants100 Participants
Educational attainment
Some college or technical school
93 Participants84 Participants177 Participants
Fagerström Test for Nicotine Dependence5 units on a scale5 units on a scale5 units on a scale
Frequency played video games in last 6 months
At least monthly but not weekly
26 Participants25 Participants51 Participants
Frequency played video games in last 6 months
At least weekly but not every day
49 Participants40 Participants89 Participants
Frequency played video games in last 6 months
Every day
73 Participants89 Participants162 Participants
Frequency played video games in last 6 months
Less than once a month
36 Participants25 Participants61 Participants
Frequency played video games in last 6 months
Not at all
57 Participants59 Participants116 Participants
Household income, categorical
Between $20,000 and $40,000
63 Participants65 Participants128 Participants
Household income, categorical
Between $40,000 and $60,000
51 Participants51 Participants102 Participants
Household income, categorical
Between $60,000 and $80,000
32 Participants24 Participants56 Participants
Household income, categorical
Between $80,000 and $100,000
21 Participants18 Participants39 Participants
Household income, categorical
Less than $20,000
35 Participants35 Participants70 Participants
Household income, categorical
More than $100,000
39 Participants45 Participants84 Participants
Past quit attempts4 attempts4 attempts4 attempts
Race/Ethnicity, Customized
Race and ethnicity
Hispanic
19 Participants9 Participants28 Participants
Race/Ethnicity, Customized
Race and ethnicity
Non-Hispanic Black
22 Participants26 Participants48 Participants
Race/Ethnicity, Customized
Race and ethnicity
Non-Hispanic White
186 Participants182 Participants368 Participants
Race/Ethnicity, Customized
Race and ethnicity
Other
14 Participants21 Participants35 Participants
Sex/Gender, Customized
Gender
Female
177 Participants181 Participants358 Participants
Sex/Gender, Customized
Gender
Male
59 Participants55 Participants114 Participants
Sex/Gender, Customized
Gender
Non-binary or other
5 Participants2 Participants7 Participants
Used electronic nicotine device systems in last 30 days57 Participants61 Participants118 Participants
Used nicotine replacmeent therapy in last 30 days56 Participants43 Participants99 Participants
Years since initiated smoking19 years16 years18 years

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 2410 / 238
other
Total, other adverse events
3 / 2417 / 239
serious
Total, serious adverse events
0 / 2410 / 238

Outcome results

Primary

Minutes of App Usage Per Session

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.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleMinutes of App Usage Per Session6.9 minutes per sessionStandard Deviation 5.4
Educational Intervention OnlyMinutes of App Usage Per Session6.1 minutes per sessionStandard Deviation 5.2
Primary

Number of Unique App Sessions

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.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleNumber of Unique App Sessions29.6 number of sessionsStandard Deviation 36.5
Educational Intervention OnlyNumber of Unique App Sessions24.3 number of sessionsStandard Deviation 37.9
Secondary

Satisfaction With App

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.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

Population: Only those participants who completed the follow-up questionnaire are included in the analysis population.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleSatisfaction With App3.7 units on a scaleStandard Deviation 1
Educational Intervention OnlySatisfaction With App3.7 units on a scaleStandard Deviation 1.1
Secondary

Satisfaction With Game (Intervention Group Only)

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.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

Population: Only those participants in the intervention group who completed the follow-up questionnaire are included in the analysis population.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleSatisfaction With Game (Intervention Group Only)3.3 units on a scaleStandard Deviation 1.4
Secondary

Self-reported 30-day Point-prevalence Abstinence at 2 Months

Proportion of participants who who self-report having abstained for the prior 30 days during the 2-month follow-up assessment, assuming missing = smoking.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Educational Intervention Plus Game ModuleSelf-reported 30-day Point-prevalence Abstinence at 2 Months54 Participants
Educational Intervention OnlySelf-reported 30-day Point-prevalence Abstinence at 2 Months50 Participants
Secondary

Self-reported 7-day Point-prevalence Abstinence at 2 Months

Proportion of participants who self-report having abstained for the prior 7 days during the 2-month follow-up assessment, assuming missing = smoking.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Educational Intervention Plus Game ModuleSelf-reported 7-day Point-prevalence Abstinence at 2 Months94 Participants
Educational Intervention OnlySelf-reported 7-day Point-prevalence Abstinence at 2 Months101 Participants
Secondary

Unique Days With at Least One App Session

Number of unique days with at least one app session, passively collected by the app and averaged by study group.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleUnique Days With at Least One App Session14.3 days with a sessionStandard Deviation 15.3
Educational Intervention OnlyUnique Days With at Least One App Session11.9 days with a sessionStandard Deviation 13.3
Other Pre-specified

Biochemically Verified 30-day Point-prevalence Abstinence at 2 Months

Proportion of participants who who self-report having abstained for the prior 30 days during the 2-month follow-up assessment, verified by saliva cotinine test, assuming missing = smoking. Averaged by study group. Recoded to 0 if the person reported having smoked during the same 30-day window during repeated measurement of daily smoking in the app.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Educational Intervention Plus Game ModuleBiochemically Verified 30-day Point-prevalence Abstinence at 2 Months19 Participants
Educational Intervention OnlyBiochemically Verified 30-day Point-prevalence Abstinence at 2 Months31 Participants
Other Pre-specified

Biochemically Verified 7-day Point-prevalence Abstinence at 2 Months

Proportion of participants who who self-report having abstained for the prior 7 days during the 2-month follow-up assessment, verified by saliva cotinine test, assuming missing = smoking. Averaged by study group. Recoded to 0 if the person reported having smoked during the same 7-day window during repeated measurement of daily smoking in the app.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Educational Intervention Plus Game ModuleBiochemically Verified 7-day Point-prevalence Abstinence at 2 Months27 Participants
Educational Intervention OnlyBiochemically Verified 7-day Point-prevalence Abstinence at 2 Months37 Participants
Other Pre-specified

Digital Therapeutic Alliance

The measure includes items from the Bonding and Confidence subscales from the Mobile Agnew Relationship Measure, a scale of digital therapeutic alliance. Two items from each of the Bonding and Confidence subscales were included. Each item was asked on a 4-point Likert scale from strongly disagree (1) to strongly agree (4). The subscale items were combined to give a total possible score of 16 and a range of 4 (low alliance) to 16 (high alliance). The measure is averaged by study group. Assessed in the 2-month follow-up.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

Population: Only those participants who completed the questions in the follow-up questionnaire are included in the analysis population.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleDigital Therapeutic Alliance12.7 units on a scaleStandard Deviation 2.2
Educational Intervention OnlyDigital Therapeutic Alliance12.8 units on a scaleStandard Deviation 2.5
Other Pre-specified

Game Activities (Intervention Group Only)

Number of game activities completed in the app by activity type; passively collected by the app to assess number of times the participant completed the following activity types: navigated to the game dashboard, completed each pet care activity (breathing exercise, feeding, washing, memory mini-game), visited the park, entered the dragon guide.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

Population: Applicable to intervention group only.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleGame Activities (Intervention Group Only)123.1 number of game features usedStandard Deviation 285
Other Pre-specified

Gifts Unlocked (Intervention Group Only)

Number of in-game gifts unlocked during the study period (intervention group only); a summary measure of intensity of engagement (dose of treatment) of the app; passively collected by the app.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

Population: In-game gifts available for intervention group only.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleGifts Unlocked (Intervention Group Only)3.3 number of gifts unlockedStandard Deviation 6.9
Other Pre-specified

Motivation to Quit

Motivation to quit, reported on a 10-point scale from not at all motivated (0) to very unmotivated (10) and assessed in the 2-month follow-up.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

Population: Only those participants who completed the question in the follow-up questionnaire are included in the analysis population. A programming error led to missing data for most respondents who reported having continued to smoke.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleMotivation to Quit9.3 units on a scaleStandard Deviation 1.3
Educational Intervention OnlyMotivation to Quit9.4 units on a scaleStandard Deviation 1.5
Other Pre-specified

Program Adherence (Index of Core Feature Use)

Number of non-game (core app) activities completed in the app by activity type: passively collected by the app to assess number of times the participant completed the following activity types: reported a craving, recorded a diary, completed a mission, read a tip, used the chatbot.

Time frame: Enrollment through 56 days after participant's selected quit date (56 to 63 days total)

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleProgram Adherence (Index of Core Feature Use)19.0 number of core features usedStandard Deviation 28.2
Educational Intervention OnlyProgram Adherence (Index of Core Feature Use)15.6 number of core features usedStandard Deviation 29.1
Other Pre-specified

Recommends App to Friend

Rating of whether would recommend assigned app to a friend 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.

Time frame: 56 days after participant's selected quit date (56 to 63 days after enrollment)

Population: Only those participants who completed the follow-up questionnaire are included in the analysis population.

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleRecommends App to Friend3.8 units on a scaleStandard Deviation 1.1
Educational Intervention OnlyRecommends App to Friend4.0 units on a scaleStandard Deviation 1.1
Other Pre-specified

Repeated 1-day Point-prevalence Smoking Abstinence

Proportion of days in which participants self-report having abstained in the last 24 hours, collected via a pop-up box that appears the first time each day a participant opens the app. Averaged by study group.

Time frame: During the 56 days after participant's selected quit date

ArmMeasureValue (MEAN)Dispersion
Educational Intervention Plus Game ModuleRepeated 1-day Point-prevalence Smoking Abstinence17.3 percentage of daysStandard Deviation 25.6
Educational Intervention OnlyRepeated 1-day Point-prevalence Smoking Abstinence12.4 percentage of daysStandard Deviation 21.3

Source: ClinicalTrials.gov · Data processed: Feb 5, 2026