ArticleJMIR serious games2016
Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation.
Article in JMIR serious games, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT00797628 (QUIT-PRIMO), which is not on this map. Cited by 16 papers, 2 of them syntheses that pooled it.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
QUIT-PRIMO: Web-Delivered Clinical Microsystem Intervention for Tobacco Control
Who cites it
16 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.Journal of the American Medical Informatics Association : JAMIA · 2020Pooled it
- Training Cognitive Functions Using Mobile Apps in Breast Cancer Patients: Systematic Review.JMIR mHealth and uHealth · 2019Pooled it
- Playing Around with Quitting Smoking: A Randomized Pilot Trial of Mobile Games as a Craving Response Strategy.Games for health journal · 2020Trial
- The QuitIT Coping Skills Game for Promoting Tobacco Cessation Among Smokers Diagnosed With Cancer: Pilot Randomized Controlled Trial.JMIR mHealth and uHealth · 2019Trial
- Theory-based strategies to enhance interventions for smoking: Relevance to a digital intervention.Behaviour research and therapy · 2025Review
- Article
- Black Smokers' Preferences for Features of a Smoking Cessation App: Qualitative Study.JMIR formative research · 2023Article
- Factors motivating smoking cessation: a cross-sectional study in a lower-middle-income country.BMC public health · 2021Article
- The 'Take a Break' game: Randomized trial protocol for a technology-assisted brief abstinence experience designed to engage lower-motivated smokers.Contemporary clinical trials · 2020Article
- Mobile Applications for the Treatment of Tobacco Use and Dependence.Current addiction reports · 2019Article
- Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights.JMIR serious games · 2019Review
- Exploring Efficacy of a Serious Game (Tobbstop) for Smoking Cessation During Pregnancy: Randomized Controlled Trial.JMIR serious games · 2019Article
- Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game.JMIR serious games · 2018Article
- Using Mobile Health (mHealth) Technology in the Management of Diabetes Mellitus, Physical Inactivity, and Smoking.Current atherosclerosis reports · 2017Review
- Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach.JMIR serious games · 2017Article
- Quittr: The Design of a Video Game to Support Smoking Cessation.JMIR serious games · 2016Article
Corrections and comments
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Authors and funding
9 authors.
Funding
Abstract
backgroundSmoking is still the number one preventable cause of death. Cravings-an intense desire or longing for a cigarette-are a major contributor to quit attempt failure. New tools to help smokers' manage their cravings are needed.
objectiveTo present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings.
methodsWe used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014.
resultsOur concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App-Store, with 1526 smokers visiting the online resource www.decide2quit.org linked to the game.
conclusionsOverall, playing the game resulted in small, but nonsignificant decreases in cravings, with changes greater for those had already quit for more than 48 hours. Lessons learned can inform further development. Future research could incorporate mHealth games in multicomponent cessation interventions.
trial registrationClinicaltrials.gov NCT00797628; https://clinicaltrials.gov/ct2/show/NCT00797628 (Archived by WebCite at http://www.webcitation.org/6hbJr6LWG).
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