Table 4.
Behavior change techniques (BCTs) in Cigbreak with location in the game.
BCT | Description | Location in the game |
1.1 Goal setting (behavior) | Players are asked to set goals, for example, a quit date | Diary |
1.2 Problem solving | Players are asked to identify specific triggers that generate the urge to smoke and develop strategies for avoiding environmental triggers | Diary |
1.3 Goal setting (outcome) | Players are asked to set goals, for example, to save money as a result of the money saved from not smoking to pay for a holiday | Diary |
1.6 Discrepancy between current behavior and goal | If players continue to smoke after their quit date, they are provided with feedback on the discrepancy between current smoking and their previously set outcome goals | Diary |
2.2 Feedback on behavior | Players are given feedback on their behavior, for example, number of cigarettes smoked since starting the app | Diary |
2.3 Self-monitoring of behavior | Players are asked to monitor their smoking daily in a diary in the app. Players are also asked daily in pop-up questions the number of cigarettes smoked and whether players have remained smoke-free | Diary |
2.7 Feedback on outcomes of behavior | Players are given feedback on the number of days smoke-free and what this means for their health | Diary |
3.1 Social support (unspecified) | Players are asked to share their scores and smoke free status with their friends on Facebook | Game |
3.2 Social support practical | Players are provided with practical advice in the diary on how to gain support from friends or colleagues or staff to help them to quit; for example, players are provided with information on support from community pharmacies | Diary |
4.2 Information about antecedents | Players are prompted in the diary to record situations or circumstances in which they are more likely to get cravings or experience the urge to smoke, for example, being at a bus stop | Diary |
5.1 Information about health consequences | Players are provided written, audible, and visual information on the health consequences of smoking and the health benefits of quitting; Health reward badges inform of the health consequences of smoking | Game |
5.2 Salience of consequences | The avatar’s lungs become blackened and cough as cigarettes are not destroyed, thus highlight damage to lungs from not stopping | Game |
5.3 Information about social and environmental consequences | Players are provided with written and visual information regarding social and environmental consequences of smoking | Game |
5.6 Information about emotional consequences | Players are provided with written information regarding emotional consequences of quitting smoking, for example, that quitting smoking increases happiness and life satisfaction | Game |
7.1 Prompts or cues | Players are prompted to play the game at times of cravings via the crave button | Game or Diary |
8.2 Behavior substitution | Players are prompted to substitute smoking with an alternative behavior; For example, players are prompted to play the game via the crave button when they have a craving to smoke or prompted to go for a walk | Diary |
8.7 Graded tasks | Tasks or missions set to help players to quit smoking become increasingly more difficult, but achievable, until players have quit | Diary |
9.1 Credible source | The app is cocreated by doctors, health psychologists, and smoking cessation advisors. Players are made aware of this on the app store, website, and in the app | Diary |
9.2 Pros and cons | Players are asked to list the pros and cons for quitting smoking in the diary | Diary |
9.3 Comparative imagining of future outcomes | Players are asked to imagine and compare possible outcomes following quitting smoking, imagining themselves as nonsmokers and document this in the diary | Diary |
10.3 Nonspecific reward | Players are provided with trophies, stars, and virtual coins for staying smoke-free | Game |
10.4 Social reward | Players are congratulated by friends on social media or Facebook | Game or Diary |
10.6 Nonspecific incentive | Players are incentivized to stay smoke-free | Game |
10.7 Self-incentive | Players are encouraged to plan to reward themselves in the future for staying smoke free | Diary |
10.9 Self reward | Players are encouraged to reward themselves at the present time if they have stayed smoke free | Diary |
10.10 Reward (outcome) | Players are provided with in-game rewards for remaining smoke-free; for example, they are provided with trophies and health reward badges | Game |
11.1 Pharmacological support | Players are encouraged to use NRTa and to obtain this from their pharmacy. There are also NRT power-ups in the game, which allow players to progress to higher levels in the game. This encourages the use of NRT and also informs players of the different NRT available | Game |
11.2 Reduce negative emotions | Players are given advice on reducing negative emotions to quit smoking; for example, using stress management skills | Diary |
12.1 Restructuring the physical environment | Players are advised how to change their physical environment to help themselves to quit, for example to remove cigarettes from their home and to remove ash trays | Diary |
12.2 Restructuring the social environment | Players are advised and given tips on how to change their social environment to help them to quit, for example, avoiding contact with friends who smoke | Diary |
12.3 Avoidance or reducing exposure to cues for the behavior | Players are advised and given tips on how to avoid exposure to specific social and contextual or physical cues with regard to smoking, for example, avoiding pubs and bars that have been associated with smoking | Diary |
12.4 Distraction | The gameplay involves players breaking cigarettes acting as a distraction from smoking | Game |
12.5 Adding objects to the environment | Players are provided with the app and written or visual information to aid smoking cessation | Diary |
13.5 Identity associated with changed behavior | Players are advised to construct or articulate a new self-identity as an ex-smoker | Diary |
15.1 Verbal persuasion about capability | Players are encouraged that they can quit smoking, arguing against self-doubts and asserting that they can and will succeed | Diary |
15.3 Focus of past success | Players are asked to list previous successes, for example, when they have resisted smoking | Diary |
aNRT: nicotine replacement therapy.