Abstract
Abstract
Objective:
Digital health technologies most often reach only those more motivated to engage, particularly when preventive health is targeted. To test whether gamification could be used to engage low-motivation smokers, we conceptualized “Take a Break”—a 3-week technology-assisted challenge for smokers to compete in setting and achieving brief abstinence goals.
Materials and Methods:
In the feasibility study of the multi-technology Take a Break challenge, low-motivation smokers were given (1) daily motivational messages, (2) brief “challenge quizzes” related to smoking behaviors, (3) a telehealth call to personalize their abstinence goal for the challenge, (4) “coping minigames” to help manage cravings while attempting to achieve their brief abstinence goals, and (5) a leaderboard “webApp,” providing comparative feedback on smokers' participation, and allowing for competition. Heterogeneity of engagement was tracked.
Results:
All 41 smokers initially reported that they were not actively quitting. Over half were employed less than full time (51%), completed less than a 4-year college education (76%), and experienced financial stress (54%). No smokers opted out of the motivational messages, and mean proportion of response to the challenge quizzes was 0.88 (SD = 0.19). Half of the smokers reported using the “coping minigames.” Almost all set abstinence goals (78%), with over half lasting 1–2 days (51%); median = 1 day (IQR 1-7). Leaderboard points ranged widely.
Conclusions:
Rates of smoking in the developed world have declined, and those who remain smokers are complex and have lower motivation to quit. Using a game-inspired challenge, we achieved high levels of engagement from low-motivation smokers.
Introduction
The last decade has seen a rapid proliferation of digital technology to support health management and health care delivery.1–5 Examples of such digital technology include wearable activity monitors, smart phone apps, electronic and mobile health (eHealth and mHealth) interventions, and patient portals. There is considerable hope that these technologies will help improve health and health care.1–5 These technologies often only successfully engage a subset of the most motivated users. Data on wearable activity monitors have shown that those currently using this technology are those already leading a healthy and active lifestyle.5,6 Much of the population who might benefit most from health technologies belong to the unmotivated majority. 7 Even among the motivated subset, data show that these health technologies are discarded after initial use. 8 Innovative approaches to expand the use of digital health technologies by low-motivation users and to keep users engaged are needed.
Gamification, a promising approach to increase engagement, is the use of game design elements in nongame contexts. 9 Although gamification has been shown to promote engagement beyond the realm of games, 10 it has not been used to reach and continually engage low-motivation populations in behavioral support using digital technology. Using behavior change and game design theory, we conceptualized a set of gamified mobile health tools for inveterate smokers, called Take a Break. Because there is a high prevalence of current smokers unmotivated to quit, novel strategies to induce a higher number of quit attempts with smokers is needed in this population. 11
Our mobile health tools, primarily text-based, attempt to engage low-motivation smokers (smokers initially unwilling to quit) in a brief experience designed to increase motivation for cessation and prepare them with confidence and skills needed to be successful during a future attempt to quit tobacco. Our goal in the use of gamification in the Take a Break project is to increase the engagement of low-motivation smokers in evidence-based behavior support. While gamification primarily enhances external motivation (e.g., gaining momentary rewards), research has shown that additional changes in internal motivation (long-lasting resolve) and user behavior are possible with careful design.9,12,13 In this article, we describe (1) our conceptual frameworks for the development of five gamified intervention elements, and (2) the usability and feasibility testing of the gamified intervention elements.
Methods
The purpose of feasibility testing is to evaluate the study design and collect process measures (such as engagement in the intervention), but not clinical outcomes.14,15 Implementing any new system requires careful planning, and testing the game elements in a real-world setting is helpful in highlighting areas that need improvement and refinement.16,17 We will describe the conceptualization of intervention elements using game design and behavioral theory for enhanced motivation, as well as usability and the feasibility testing of the intervention elements. We do not present clinical data, including behavioral or physiological outcomes. This study was approved by the University of Massachusetts Medical School Institutional Review Board.
Intervention elements conceptualized
A recent review suggests that tobacco cessation interventions must provide smokers the opportunity to reflect upon smoking, briefly practice behaviors used while quitting, and develop new skills for managing smoking urges. 18 The Take a Break game experience provides smokers these opportunities using content supporting reflection on tobacco use and skill development. The Self-Determination Theory (SDT), a theory of motivation, purports three psychological needs that are necessary for optimal motivation to be developed: relatedness to others, autonomy, and perceived competence. 19 These three needs were used to guide the content of the intervention elements to affect smoker motivation. Game design concepts identified to support motivation 20 were then mapped to the three psychological needs of SDT (relatedness to others, autonomy, and perceived competence) to guide gamification of the intervention elements.
Overall, five gamified intervention elements were created and coordinated into a 3-week experience for low-motivation smokers. This experience was constructed to move participants along motivation continuum (Fig. 1). The technology is briefly described in Table 1. The first week is a training and assessment period, verifying that participants can receive and respond to the following: (1) Motivational Messages written by smokers for other smokers to enhance game play and motivate cessation (Supplementary Appendix A); (2) Challenge Quizzes to assess daily smoking behavior and attitudes about smoking that could help smokers be more mindful of their behavior and feelings; and (3) a call with a Tobacco Treatment Specialist (TTS). During a telehealth call with the TTS, the participant sets a goal for the number of days during the challenge that they will attempt to be abstinent from smoking. After the call, the 2-week challenge begins. Intervention elements 1–3 are continued, along with two others: (4) Coping Minigames that are designed to help smokers overcome cravings for cigarettes and (5) Recognition and Rewards, including points for participation. Participants return for carbon monoxide testing at the completion of the challenge. Further description of these intervention elements is reported in Table 2. Several SDT concepts were used to inform the five gamified intervention elements (Table 3). The “affiliation with others” concept creates a sense of connectedness with other smokers, and was supported using smoker-generated messages, goal-setting, or participation shown on a leaderboard. The “autonomy” concept was supported through designing elements to contain choices, for those choices to contain novelty and variety, and by allowing participants the freedom to choose a focused goal. Finally, opportunities to gain “perceived competence” were designed into some of the gamified intervention elements, including “protection from adverse consequences from initial failures,” “affirmation of performance,” “challenging tasks” and “clear & compelling standards.”

Take a Break Participant Experience: The Five Elements.
Characteristics of a Mobile Multitechnology Intervention: Take a Break
Behavior Change Techniques (BCT) Taxonomy. 21
Secure messaging system.
Mobile applications.
Webapps are placed on smartphone home screen, but still accessed through a web browser and URL.
Take a Break Intervention Elements
References of in-text citations are located at the end of the document.
Game Design Concepts Informing Intervention Elements
Game Design Concepts that support motivation 20 originate from Theory of Intrinsically Motivating Instruction. 31
Goal setting for abstinence with a Tobacco Treatment Specialist (TTS) over the phone.
Nicotine Replacement Therapy.
Carbon monoxide.
Usability and feasibility testing
The development of intervention elements included a usability inspection process by our team of experts and panel of smokers on each intervention element. The usability inspection methods used included heuristic evaluation and cognitive walkthrough with a team of experts in game design, behavioral interventions, and tobacco cessation. 32 We recruited a panel of eight smokers to gain in-depth feedback on each gamified intervention element. Not every smoker gave feedback on each element; only those who were available to test the element were asked to provide feedback, as needed. We report this process and changes to the intervention elements by game element.
To test the feasibility of the elements in a 3-week experience, we recruited 41 participants through a mailing and a phone call over a period of 1 year. Participants were identified using a “smoker registry” created from multiple Northeast medical centers' electronic health record databases of current smokers, with current tobacco use verified over the phone at the time of recruitment. Smokers needed to be older than 18 years of age, English speaking, actively smoking cigarettes, and not willing to quit smoking or attempting to quit smoking at the time of recruitment (Motivation phase smokers; low-motivation smokers). A baseline assessment (44 questions), including demographics and tobacco use questions, and a 3-week follow-up assessment (37 questions) were administered in person. To assess motivational messages, coping minigames, and goal setting, we collected self-assessment of the element “helpfulness” with five-point Likert scale questions (strongly disagree, disagree, neutral, agree, strongly agree response options). Challenge quiz engagement was assessed using proportion of responses to the challenge quiz questions, obtained from the messaging system. Finally, points were collected from the leaderboard, determining the rewards, and recognition achieved through participation. Descriptive results from survey responses, the messaging system, and leaderboard data are reported by game element.
We analyzed subjects with complete data for the responses of interest. Percentages are reported for categorical variables. For continuous variables, we report means and standard deviations (SD) for normally distributed variables and medians and interquartile ranges (IQR) for skewed variables. Analyses were performed using SAS 9.4 software (SAS Institute, Inc., Cary, NC).
Results
Study sample
Between three and seven smokers participated in the testing of each gamified intervention element during usability testing. A total of 41 smokers' feasibility tested the full 3-week experience. The majority of participants were female (56%) and white (90%). In terms of the range of socioeconomic status vulnerability in this sample of smokers, over half are employed less than full time (51%), completed less than a college education (76%), and experienced financial stress (54%) (Table 4). In this sample of low-motivation smokers, they reported that the 3-week experience influenced them to cut down on smoking (86%; N = 30/35), use behavioral strategies such as distraction or substitution (66%; N = 23/35), make a list of reasons to quit smoking (57%; N = 20/35), or quit smoking at some point in the challenge (51%; N = 18/35).
Baseline Demographic and Tobacco Use Characteristics of Study Participants (N = 41)
Race Other includes black, Asian, or Pacific Islander and individuals with more than one race.
An item from the Fagerstrom Test for nicotine dependence. 33
Motivational messages
Motivational messages were rigorously tested in a previous trial. 27 For Take a Break, our goal was to select a subset of messages to use during the 2-week challenge, and to collect user feedback on whether these messages were helpful to motivational phase smokers. We used a previously developed procedure, 24 where team experts separately rated 50 messages, with each message receiving a score ranging from 1 to 5 in perceived usefulness. The questions that received the highest ratings from team experts were discussed. Fourteen of the messages were selected.
Panel members (N = 3) piloted the motivational messages for 2 weeks, reporting messages were easy to read and delivered at an acceptable time of the day. In feasibility testing (N = 41), the majority of smokers thought that the motivational messages were helpful for quitting smoking (83%; N = 30/36), 36% of whom strongly agreed (N = 13/36).
Challenge quizzes
Heuristic evaluation of the challenge quizzes was performed with experts receiving the challenge quiz questions on their phones and trialing responses. Panel members (N = 3) tested the challenge quizzes for 1 week and were asked for feedback. Panel members felt that the number of messages sent per day was appropriate and questions were clearly worded. A panel member suggestion of adding an example of the desired response language for the number of cigarettes smoked each day (i.e., “0 or 12 or 20”) was incorporated.
During feasibility testing (N = 41), the mean proportion for response to challenge quizzes was high at 0.88 (SD = 0.19), with a median proportion of 0.96 (IQR = 0.89–1.0). The proportion of response was sustained from the first week training period with a mean proportion of 0.87 (SD = 0.25) and median proportion of 1.0 (IQR = 0.86–1.0) to the 2-week challenge with a mean proportion of response of 0.88 (SD = 0.21) and a median of 1.0 (IQR = 0.86–1.0). For those who responded to the daily challenge quiz in week 1, a bonus question was delivered, with a mean proportion of response of 0.93 (SD = 0.16) and median of 1.0 (IQR = 0.86–1.0).
Goal setting
The TTS developed a protocol to guide the telehealth call. Key components of the telehealth call included reviewing the first week of participation in Take a Break, such as engagement with the daily challenge quizzes, as well as identification of personal craving triggers and barriers to cessation along with suggested techniques to address each (including use of nicotine replacement therapy [NRT]), and concluded with a shared goal setting exercise to set the number of abstinence days during the 2-week challenge. The TTS practiced the telehealth call with team members to refine techniques to assist smokers to identify a goal. Panel members (N = 3) then participated in a telehealth call, leading to an additional revision of the protocol to assist smokers in choosing a realistic goal that fit within the 2-week challenge period.
During feasibility testing (N = 41), the majority of smokers (78%, N = 32/41) set an abstinence goal of at least one day for the challenge, with a median goal of 1 day (IQR = 1–7) and range of 1–14 days (Fig. 2). The most common goal set was 1 day (33%, N = 11/33), followed by a goal of a full 2 weeks (15%; N = 5/33). The majority of smokers agreed that the telehealth call with the TTS was helpful in setting a goal for abstinence (89%; N = 33/37).

Abstinence Goal Set by Participants for the Challenge (N = 41).
Coping minigames
Coping minigames for smokers to use during their smoking cravings needed to be identified. First, distraction and relaxation mobile apps were selected from Google and Apple for evaluation. Search criteria included compatibility across interfaces, no cost, high download rate, and short duration. Fifteen apps fit the criteria. Experts discussed the strengths and weaknesses of each app, resulting in six apps being selected for panel member testing. A Think Aloud evaluation was used, with panel members asked to vocalize thoughts, feelings, and opinions while using the apps.34,35
Panel members (N = 7) varied on their app preferences. For example, one member responded, “I love this game. It's challenging and distracts you, keeps you busy…it's addicting.” In contrast, another member responded, “Games like this are stressful for me, maybe because I am a stressful smoker.” The panel preferred multiple apps to choose from. Thus, a suite of apps was included in this gamified intervention element, including three distraction apps (Piano Tiles, Flow Free, and Word Streak) and three relaxation apps (Calm, Breathe2Relax, and Take a Break!) (Table 5).
Usability Testing of Coping Minigames
In feasibility testing (N = 41), around half of the smokers reported using at least one relaxation app (51%, N = 19/37) and at least one distraction app (48%, N = 18/37) during the 2-week period. For those who used the respective apps, the majority thought that the distraction apps (83%, N = 15/18) and relaxation apps (74%, N = 14/19) were helpful during a craving. Participants also reported that they would use the relaxation apps (65%, N = 24/37) and distraction apps (61%, N = 22/36) during a future quit attempt.
Recognition and rewards
The team performed a cognitive walk-through of the points system and discussed tangible rewards to be given that reflect the virtual awards smokers earned. Virtual awards (gold, silver, or bronze medals) translated into tangible rewards of gift cards for a pharmacy that sells NRT and not tobacco. Panel members (N = 3) gave qualitative feedback on the likeability of the leaderboard and rewards. Smokers preferred point distributions of 10 to promote a sense of accomplishment and approved of receiving gift cards and the varying amounts that correspond with the medals. In feasibility testing (N = 41), the mean number of points earned was 3638 (SD = 2049) and median 3780 with interquartile range (3000, 4060), with a range from 780 to 6300. Participants remained on the leaderboard after the completion of their 3-week challenge, making it possible for new participants to compete and improve upon their score. In four of the 9 months with five or more total participants, the “top 5” leaders changed positions. In the first three of the 9 months, there was frequent upheaval of the “top 5” positions. In contrast, in the next 4 months the five leaders steadily held the top positions, with only small leader changes in the 7th and 8th months. Finally, in the 9th month, the undefeated champion was unseated by a new participant, continuing the competition for top place.
Discussion
A State of the Science conference on tobacco research emphasized that interventions need to be more palatable and engaging for all smokers. 36 We developed smoking cessation intervention elements informed by behavioral theory and gaming theory, with a focus on enhancing user motivation. We packaged these smoking cessation intervention elements into a 3-week experience and further refinement was achieved through usability and feasibility testing. We found that smokers with low motivation to quit smoking engaged with our intervention. The majority of low-motivation smokers responded continually to the challenge quizzes sent via text message (84.7%) and thought that the motivational messages were helpful (83%). This rate of response is particularly encouraging, given that our system is being tested with low-motivation smokers and responding to the assessments is not mandatory.
There were several participants who have markers of socioeconomic status vulnerability, including low educational attainment, underemployment, and who report experiencing financial stress. Adults who live below the poverty line have less success in quit attempts than adults with higher socioeconomic status. 37 Behavioral interventions, such as Take a Break, that extend their reach and motivate vulnerable populations to use evidence-based strategies that increase their success in behavior change, such as during quit attempts, are needed. 38
During usability testing for Take a Break, the intervention elements were tested and modified based on smoker panel feedback. Important information on the acceptability and likeability of the gamified intervention elements was ascertained before testing them in combination during the 3-week Take a Break experience. For instance, smokers found the number of messages sent per day appropriate, with a maximum of three per day. Similarly, a text-messaging intervention NEXit, tested in Sweden, found that two to four text messages were acceptable. 39 Multiple studies testing text messaging for smokers found that five messages per day were reported by users as too many.39,40 Maintaining a balance between prompting a user versus irritating a user is important in design. Usability testing can help studies understand the number of text messages that is palatable to a user in their targeted population.
The gamified intervention elements were then feasibility tested, with a main outcome of smoker engagement. Engagement with intervention elements varied, with some elements used more than others. Goal setting made before the 2-week challenge and coping minigames use during the 2-week challenge were good examples of this.
In preparation for the 2-week challenge, not every smoker set a goal to take a break from smoking during the telehealth call with the TTS. In addition, the smokers who did set an abstinence goal chose to attempt abstinence from cigarettes for a short number of days. However, even among these low-motivation smokers, the intervention did succeed in engaging smokers to set a short-term goal for abstinence from smoking during the challenge period. Although these were short goals, it is the act of setting a goal, not the length of the goal itself, which is an important step toward long-term tobacco cessation for low-motivation smokers. 41 As noted, over half of the smokers indicated that participation in the 2-week challenge influenced them to set a quit date for abstinence. In our larger randomization trial, we will follow smokers for 6 months and determine the intervention's effect on self-efficacy and tobacco cessation.
Engagement in elements used during the 2-week challenge also varied. Based on usability testing, where consensus on one distraction and one relaxation app was not reached, a suite of apps was created for smokers to choose from for combating cravings. Feasibility testing resulted in only half of smokers using the relaxation and distraction apps during the 3-week experience. However, smokers indicated that they would use these distraction and relaxation tools again in future quit attempts. Giving low-motivation smokers effective tools to quit that they would use again was a key goal in preparing them to be successful in future quit attempts.
Finally, points for participation may have had a large effect on engagement, which is consistent with other studies and populations. 42 As noted above, participants responded at a high rate to challenge quizzes, and even commented on motivational messages, causing their leaderboard score to become high. Considering that the majority of smokers attempting to quit do not incorporate evidence-based methods in their efforts, with subsequently low success rates (7%), 22 the willingness of these low-motivation smokers to participate in the intervention elements is a key finding.
Limitations
In our feasibility testing, a racially homogenous sample of smokers participated. In addition, a formal measure of smoker motivation at the time of screening for inclusion was not used, yet, only smokers in the motivation phase (unwilling to quit and not actively quitting) were included in the sample. As our feasibility trial was designed to evaluate process measures rather than the ultimate outcome of the intervention, we have yet to determine the impact of participating in the game on smoking cessation. In our larger Take a Break trial, we will compare the effect of the intervention elements described in this article with an attention control of NRT sampling and a phone call with a TTS on the main outcome of tobacco cessation.
Conclusions
This article describes the development and testing of a digital health technology for a behavioral intervention in low-motivation smokers, Take a Break. First, we used behavior change and game design theory to conceptualize and design intervention elements. Second, we used usability testing to further refine the elements. Third, we tested the feasibility of implementing the intervention by examining the process measures of smoker perceptions and engagement. We found that smokers had high engagement with the game, set realistic goals for abstinence, and were motivated to set a quit date for future long-term abstinence. Meaningful gamification was successful in engaging low-motivation smokers. Further testing of Take a Break in a larger trial is needed to determine the game elements' effect on tobacco cessation.
Footnotes
Acknowledgments
Funding for the study was received from the National Cancer Institute (R01 CA190866-01A1). Dr. Blok is funded by the University of Massachusetts Medical School's Center for Clinical and Translational Science (1UL1RR031982-01 U54) and by the Veterans Health Administration's postdoctoral fellowship at the Center for Health care Organization and Implementation Research (CHOIR). Dr. Sadasivam is funded by a National Cancer Institute Career Development Award (K07 CA172677).
Author Disclosure Statement
Not competing financial interests exist.
References
Supplementary Material
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