scholarly journals Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: An Observational Study of Two Gamified Smoking Cessation Mobile Apps (Preprint)

2021 ◽  
Author(s):  
Nikita B Rajani ◽  
Nikolaos Mastellos ◽  
Filippos T Filippidis

BACKGROUND Both the number of smokers making quit attempts and the number of smokers successfully quitting has been falling over the past years. Past studies have shown that smokers with high self-efficacy and motivation to quit have an increased likelihood of quitting and staying quit. Consequently, further research on strategies which can improve the self-efficacy and motivation of smokers seeking to quit could lead to substantially higher cessation rates. Some studies have found that gamification can positively impact cognitive components of behavioural change, including self-efficacy and motivation. However, the impact of gamification in the context of smoking cessation and mobile health has been sparsely investigated. OBJECTIVE The study aims to examine the association between perceived usefulness, perceived ease of use and frequency of use of gamification features embedded in smoking cessation apps on the self-efficacy and motivation to quit of smokers. METHODS Participants were assigned to use one of two mobile apps for a duration of four weeks. Online questionnaires were provided to participants before app usage, two weeks after and four weeks after they started using the app. Gamification was quantitatively operationalized based on Cugelman’s gamification framework and concepts from the technology acceptance model. Mean values of perceived frequency, ease of use and usefulness of gamification features were calculated at mid-study and end-study. Two linear regression models were performed to investigate the impact of gamification on self-efficacy and motivation to quit. RESULTS 116 participants completed the study. Mean self-efficacy increased from 37.38 to 42.47 points and motivation to quit increased from 5.94 to 6.32 points after app usage. “Goal setting” was perceived to be the most useful gamification feature whilst “sharing” was perceived to be the least useful. Participants self-reported that they used the progress dashboards the most often whilst the sharing feature the least often. Average perceived frequency of gamification features was statistically significantly associated with change in self-efficacy (β=3.35, 95% CI: 0.31 to 6.40) and change in motivation to quit (β=0.54, 95% CI: 0.15 to 0.94) between baseline and end-study. CONCLUSIONS Gamification embedded into mobile apps can have positive effects on the self-efficacy and motivation to quit of smokers. The findings of the study can provide important insights for tobacco control policy makers, mobile app developers and smokers seeking to quit.

2020 ◽  
Vol 12 (17) ◽  
pp. 6753
Author(s):  
Miluska Murillo-Zegarra ◽  
Carla Ruiz-Mafe ◽  
Silvia Sanz-Blas

This paper examines consumers’ behaviours towards mobile advertising alerts offered by branded mobile apps in the fashion industry. While consumer-driven factors have attracted much attention, little research has examined the impact of data-driven mobile advertising alerts on consumer continuance intention for branded mobile apps. This paper analyses the combined influence of consumer beliefs, data-driven mobile advertising alerts, and perceived value on mobile advertising acceptance, intention to repurchase, and recommendation behaviour towards branded mobile apps on social media. In total, 340 valid responses from Spanish customers of an online fashion outlet, all social media users, who make their purchases from the company exclusively through its branded mobile application, were analysed to test the hypotheses, using structural equation modelling. The results showed that mobile advertising acceptance, intention to repurchase, and recommendation behaviour are driven by the perceived value of the branded mobile app. Perceived value is determined by the usefulness of the branded mobile app, attitudes towards mobile advertising alerts, and irritation. Mobile advertising content (informativeness and credibility) improves attitudes towards mobile advertising alerts. Ease of use increases perceived usefulness, while perceived control decreases irritation. Managerial implications are provided.


2020 ◽  
Author(s):  
Nikita B Rajani ◽  
Nikolaos Mastellos ◽  
Filippos T Filippidis

BACKGROUND Falling trends in the number of individuals accessing face-to-face support leaves a significant gap in treatment options for smokers seeking to quit. Face-to-face behavioural support interventions try to target the self-efficacy and motivation to quit of smokers, as these factors are associated with increased likelihood of making quit attempts and successfully quitting. OBJECTIVE Our study aims to better understand smoking cessation mobile applications by investigating if they can impact smokers’ self-efficacy and motivation to quit. Our aim is to evaluate self-efficacy and motivation to quit levels of smokers before and after the usage of smoking cessation mobile apps. METHODS Smokers seeking to quit were recruited to participate in a four-week online study. After screening, eligible participants were assigned to a mobile application (Kwit or Quit Genius). The smoking self-efficacy questionnaire and the motivation to stop smoking scale were used to measure self-efficacy and motivation to quit respectively. Both were assessed at baseline, mid-study (2 weeks) and end-study (4 weeks). Paired sample t-tests investigated differences between study timepoints, and linear regression models investigated associations with change in self-efficacy and motivation to quit between baseline and end-study. RESULTS 116 participants completed the study, with the majority being male (61%), highly employed (66%) and highly educated (75%). A large proportion of participants had low-moderate dependence on nicotine (92%). A statistically significant increase of 5.09 points (95%CI: 1.83 to 8.34) from 37.38 points at baseline in self-efficacy was found at end-study. Similarly, a statistically significant increase of 0.38 points (95%CI: 0.06 to 0.70) from 5.94 points at baseline in motivation to quit was found at end-study. Gender, age and nicotine dependence were not statistically significantly associated with change in self-efficacy and motivation to quit. CONCLUSIONS The assessed mobile apps positively impacted the self-efficacy and motivation to quit of smokers making quit attempts. This has important implications on possible future use of digitalised interventions. However, further research is needed to assess whether digital interventions could supplement or replace traditional forms of therapy.


2020 ◽  
Vol 18 (2) ◽  
pp. 17-35
Author(s):  
Shampy Kamboj ◽  
Shruti Rana ◽  
Vinayak A. Drave

The advent of smartphones revolutionized and took the market to a new level. Now a days, majority of internet users spend their maximum time on smartphones, specifically on mobile apps. The emergence of numerous apps in smartphones with games features has brought about a different trend, mobile app gamification. The emerging popularity of smartphone technologies and their mobile apps have led various companies to engage their consumers with mobile apps, specifically through gamification. Therefore, companies gain consumers attention integrate their mobile marketing into their overall marketing strategy. This study explores the domain of consumer engagement and their intentions through the gamification of mobile apps. The research focuses on how mobile app gamification drives consumer engagement and their intentions drawing upon SDT and TAM. Using survey method data collected from 270 respondents, data analysis was done with structure equation modeling (SEM). The findings assert that various features of gamification of mobile apps (perceived ease of use, perceived usefulness and enjoyment) have a significant influence on consumer engagement. However, convenience was unexpectedly found not to be significantly associated with consumer engagement. Additionally, consumer engagement was found to be associated to smartphone user's intentions to use gamification of mobile apps. The results of present study have theoretical and practical implications.


2018 ◽  
Vol 118 (9) ◽  
pp. 1837-1860 ◽  
Author(s):  
Steven Leon

Purpose This purpose of this paper is to evaluate Millennials’ intention to use service mobile apps and assess gender as a moderator. Design/methodology/approach An extended technology acceptance model framework that includes information quality and self-efficacy guides this research. PLS-SEM is used to evaluate the data and test the hypotheses. Findings The study reveals that information quality, self-efficacy, perceived ease of use and usefulness, and attitude influence Millennials’ intentions to use service mobile apps. Additionally, gender is found to partially moderate the results. Practical implications Service companies that rely on mobile apps to deliver services ought to consider the disparities among the Millennial generation, increasing the likelihood that Millennial customers will adopt service mobile apps and that they receive acceptable customer experiences. Originality/value This paper examines the factors influencing adoption and use of service mobile apps among Millennials and examines gender as a moderator. Additionally, guidelines for service mobile app design are included.


2010 ◽  
Vol 22 (3) ◽  
pp. 82-95 ◽  
Author(s):  
Bassam Hasan ◽  
Mesbah U. Ahmed

Perceptions of computer self-efficacy (CSE) and computer anxiety are valuable predictors of various computer-related behaviors, including acceptance and utilization of information systems (IS). Although both factors are purported to have general and application-specific components, little research has focused on the application or system-specific component, especially in IS acceptance contexts. Thus, little is known about the effects of application-specific beliefs on IS acceptance or how such effects compare with the effects of more general CSE and computer anxiety beliefs. Accordingly, a research model comprising application CSE, application anxiety, perceived ease of use, perceived usefulness, attitude, and intention was proposed and tested via path analysis. The results demonstrated that the direct impacts of application CSE and application anxiety on perceived ease of use and perceived usefulness were almost equal, but in opposite directions. However, the indirect effect of application CSE on attitude and intention was stronger than that of application anxiety.


2020 ◽  
Vol 3 (2) ◽  
pp. 75-85
Author(s):  
Tessa Vanina Soetanto ◽  
Adelina Proboyo ◽  
Prilya Angel Putri

E-commerce market in Indonesia has tremendous growth and predicted to become significant contributor to Foreign Direct Investment. Millennials, heavily affected by technology and internet, considered to be the driver growth of e-commerce. Applying the theory of modified Technology Acceptance Model (TAM), this research analyzes whether perceived of ease of use and perceived usefulness mediate the impact of computer self-efficacy on the behavior of e-commerce users to use Lazada platform. The study was a quantitative study with online questionnaire. Data of 200 respondents were analyzed by Structural Equation Modelling and the result shows that computer self-efficacy indirectly affects behavioral intention to use through perceived ease of use. Perceived usefulness and attitude towards use are not significant mediators because of their insignificance on intention to use. Computer self-efficacy has significant impact on behavioral intention mediated by perceived ease of use, but not by perceived usefulness.


2017 ◽  
Author(s):  
Marianna Bruno ◽  
Marcia Wright ◽  
Christine L Baker ◽  
Birol Emir ◽  
Eric Carda ◽  
...  

BACKGROUND Cigarette smoking is the leading preventable cause of death and is responsible for more than 480,000 deaths per year in the United States. Smoking cessation is challenging for many patients. Regardless of available treatment options, most quit attempts are unaided, and it takes multiple attempts before a patient is successful. With the ever-increasing use of smartphones, mobile apps hold promise in supporting cessation efforts. This study evaluates the ease of use and user satisfaction with the Pfizer Meds app to support smoking cessation among patients prescribed varenicline (Chantix). OBJECTIVE Study participants included varenicline users who downloaded and used the app on their personal smartphone. The main objectives were to report mobile app download frequency and usage details and to describe the participant-reported satisfaction with and usefulness of the app over the 14-week follow-up study period. METHODS Adults aged 18 years or older who had been prescribed varenicline were identified from the Express Scripts Incorporated pharmacy claims database. After meeting privacy restrictions, subjects were sent an invitation letter and second reminder letter with instructions on how to download the Pfizer Meds mobile app. Participants received a push notification to complete a smartphone-enabled survey regarding the utility of the app 12 weeks after downloading the app. Descriptive statistics summarized sociodemographics, use of varenicline, and details of use and satisfaction with the mobile app. RESULTS Of the 38,129 varenicline users who were sent invitation letters, 1281 participants (3.35%) downloaded the Pfizer Meds app. Of the 1032 users with demographic and other data, 585 (56.68%) were females, and 446 (43.22%) were males; mean age was 46.4 years (SD 10.8). The mean number of app sessions per participant was 4.0 (SD 6.8). The end-of-study survey was completed by 131 survey respondents (10.23%, 131/1281); a large number of participants (117/131, 89.3%) reported being extremely, very, or moderately satisfied with the app. A total of 97 survey respondents (97/131, 74.0%) reported setting up a quit date in the app. Of those, 74 (74/97, 76%) reported quitting on their quit date. CONCLUSIONS Positive patient engagement was observed in this study based on app download and usage. This study quantified how the Pfizer Meds app performed in an observational real-world data setting. The findings demonstrate the willingness of participants to set a quit date and use the app for support in medication adherence, refill reminders, and information regarding how to take the medication. This study provides real-world evidence of the contribution apps can make to the continued encouragement of smokers to improve their health by smoking cessation.


2020 ◽  
Vol 16 (3) ◽  
pp. 98-112
Author(s):  
Neerja Arora ◽  
Garima Malik

This research aims to integrate the functional, social, security, and personal dimensions to study mobile app usage antecedents in the Northern Capital Region of India. Convenience sampling was used, and an online survey resulted in 407 valid responses. The measurement and structural models were estimated using PLS-SEM. Perceived usefulness and social influence had no significant impact on usage, implying that contemporary consumers are much more discerning and do not get swayed by the benefits offered or the influence of those around them. The findings show that perceived ease of use had a significant impact on perceived usefulness and attitude formation. Since security is the most important factor determining usage and trust, the industry should have stringent standards to maintain security protocols in every interaction with the user. Also, security concerns need to be allayed, and grievances need to be resolved immediately to gain customer satisfaction and loyalty. Personal innovativeness and lifestyle compatibility are important determinants of attitude and usage. Firms should target mobile apps to students and the active working population who possess innovativeness and for whom mobile apps are compatible with their lifestyle. These users can act as influencers and help in improving their adoption.


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