Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-09 DOI:10.2196/59515
Michael Wakeman, Lydia Tesfaye, Gunnar Baskin, Tim Gregory, Greg Gruse, Erin Leahy, Brandon Kendrick, Sherine El-Toukhy
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引用次数: 0

Abstract

Background: Attentional bias modification (ABM) can help address implicit attention from individuals who smoke toward smoking cues, which trigger cravings and lapses that impede smoking cessation. We developed an ABM mobile game, Fruit Squish, to support individuals who smoke and are quitting as part of a multicomponent smoking cessation mobile app, Quit Journey. Users advance in the game by tapping on neutral (ie, fruit) rather than smoking-related (eg, cigarette pack) imagery that they are presented with, essentially training them to avoid focusing on smoking cues.

Objective: This study aimed to gauge acceptance of an ABM smoking cues mobile game among young adults who smoked and were socioeconomically disadvantaged.

Methods: We recruited 38 individuals who smoked cigarettes, aged 18-29 years, who were neither 4-year college graduates nor enrollees in 4-year colleges to participate in 12 semistructured digital focus groups. Sessions were audio recorded and transcribed verbatim. We used ATLAS.ti software to code the transcripts for salient themes based on the Second Unified Theory of Acceptance and Use of Technology constructs (ie, effort expectancy, facilitating conditions, hedonic motivation, performance expectancy, and social influence) and sentiment (ie, negative, neutral, and positive).

Results: Performance expectancy of the mobile game was the dominant technology acceptance construct discussed (34/110, 30.90%). Perceived usefulness of the game was mixed in sentiment owing to perceptions that the game aimed to distract individuals who smoke during cravings and concerns that cue imagery in the game could trigger cravings. Hedonic motivation was the second most discussed technology acceptance construct (17/110, 15.45%), with participants describing the game as neither fun nor engaging. Participants referenced their past experiences with mobile games and mobile device characteristics as facilitating conditions for using the game (10/110, 9.09%). Although effort expectancy was minimally discussed (6/110, 5.45%), the game was characterized as easy to use. To improve the game, participants suggested adding new levels with increasing difficulty (eg, increase stimuli speed and limit session time) and new game elements (eg, leaderboard). Other suggestions included improving game graphics and renaming the game to capture its relation to smoking cessation.

Conclusions: Young adults with low socioeconomic status who smoke had mixed reactions to a mobile smoking cues ABM game. Results suggest the need to communicate the rationale underlying ABM games to users and their potential positive effects on smoking cessation. To promote the uptake and sustained use of ABM mobile games, they need to be on par with commercially available entertainment mobile apps. Research is needed to explore the efficacy of gamified ABM on cognitive biases in real-life settings.

社会经济地位低的吸烟者对注意偏见修正手机游戏的认知:定性研究。
背景:注意偏差修正(ABM)可以帮助解决吸烟个体对吸烟线索的内隐注意,这种内隐注意会引发烟瘾和烟瘾,阻碍戒烟。我们开发了一款ABM手机游戏《Fruit Squish》,以支持那些吸烟并正在戒烟的人,作为戒烟多组件移动应用程序“戒烟之旅”的一部分。用户在游戏中通过点击中性(如水果)而不是与吸烟相关(如烟盒)的图像来前进,这基本上是在训练他们避免专注于吸烟线索。目的:本研究旨在评估吸烟且处于社会经济不利地位的年轻人对ABM吸烟提示手机游戏的接受程度。方法:我们招募了38名吸烟的人,年龄在18-29岁之间,他们既不是四年制大学毕业生,也不是四年制大学的在校生,参加了12个半结构化的数字焦点小组。会议录音并逐字抄录。我们使用ATLAS。基于技术接受和使用第二统一理论(即努力预期、促进条件、享乐动机、绩效预期和社会影响)和情绪(即消极、中性和积极),ti软件对突出主题的转录本进行编码。结果:手机游戏的性能预期是主要的技术接受结构(34/110,30.90%)。人们对这款游戏的感知有用性褒贬不一,因为人们认为这款游戏旨在分散那些在渴望时吸烟的人的注意力,同时也担心游戏中的暗示图像可能会引发渴望。享乐动机是第二大讨论最多的技术接受结构(17/110,15.45%),参与者认为游戏既不有趣也不吸引人。参与者将他们过去的手机游戏体验和移动设备特性作为使用游戏的便利条件(10/110,9.09%)。尽管努力预期被讨论得很少(6/110,5.45%),但游戏的特点是易于使用。为了改进游戏,参与者建议增加难度更高的新关卡(例如,增加刺激速度和限制会话时间)和新游戏元素(例如,排行榜)。其他建议包括改进游戏图像和重新命名游戏,以捕捉其与戒烟的关系。结论:吸烟的低社会经济地位的年轻人对移动吸烟提示ABM游戏有不同的反应。结果表明,有必要向用户传达ABM游戏的基本原理及其对戒烟的潜在积极影响。为了促进ABM手机游戏的吸收和持续使用,它们需要与商业娱乐手机应用相提并论。需要进一步研究游戏化的ABM对现实生活中认知偏差的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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