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. 2018 Nov 29;6(4):e10252. doi: 10.2196/10252

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.