published April 26, 2022 byWebb et al.
The objective of this study was to test the effectiveness of Quit Genius for smoking cessation. The study was a 2-arm, single-blinded, parallel-group randomized controlled trial. Adult smokers (N=556) were recruited via referrals from primary care practices and social media. Participants were randomized to one of 2 interventions, Quit Genius, a digital therapeutic intervention which delivered cognitive behavioral therapy content, one-to-one coaching, and pharmacotherapy, or a control intervention, an evidence-based standard care condition in which Very Brief Advice was delivered. Those in the Quit Genius groups had higher rates of abstinence from smoking than participants assigned to Very Brief Advice across 4, 26, and 52 weeks post-quit date, with nearly double the odds of remaining abstinent over the course of the year when compared to those who were in the control group.READ THE Study
published April 30, 2021 byRajani et al. / JMIR Mhealth Uhealth
This study assessed changes in self-efficacy and motivation to quit among adult smokers (N=116) entering digital smoking cessation treatment, including the Quit Genius program. From baseline to week 4, both self-efficacy and motivation to quit increased significantly. The study concluded that effective digital smoking interventions, including Quit Genius, positively impacted smokers’ self-efficacy and motivation to quit.
Increase in self-eficacy
Had greater motivation to quit
Increases largely occurred in the first two weeks
Change in motivation and self-efficacy plateaued
published April 27, 2021 byRajani et al. / JMIR Serious Games
Gamification can positively impact the cognitive components of behavior change. This study assessed the relationship between use of gamification features of smoking cessation apps, on self-efficacy and motivation to quit smoking among adult smokers (N=116) entering digital smoking cessation treatment including the Quit Genius program. The study found that gamification features were associated with change in self-efficacy and motivation to quit.
Gamification has a positive impact on motivation to quit
Users reported that they used the progress dashboard most
Goal setting perceived as the most useful gamification feature
Sharing was perceived to be the least useful
published April 7, 2019 byMcKay et al. / JMIR Mhealth Uhealth
The aim of this study was to review a large sample of healthy lifestyle apps to evaluate their effectiveness in producing health-related behavior change. Over 344 apps were included in the study. Apps studied that promoted change in behavior for alcohol and tobacco consumption were noted to be on the higher end of the ABACUS/MARS scales for behavior changing features.
Quit Genius had highest ABACUS score of all apps measured
Quit Genius had the highest MARS score of all apps measured
Practice and self-monitoring were the most commonly found features
Majority of apps had low-to-moderate functionality for behavior change
published June 17, 2019 byRajani et al. / BMJ Open
The goal of this study was to review the use of gamification amongst smoking cessation apps in the UK. Apps (N=125) from the Android marketplace and the iOS app store (N=15) were tested independently. Correlation coefficients were calculated to explore the relationship between scientific integrity of the apps and gamification tactics they employed. The study found that high level gamification is adopted by only a small minority of smoking cessation apps.
Only 2.1% of apps adhered to guidelines for scientific integrity, Quit Genius being one
Quit Genius adherence to scientifically based smoking cessation guidelines
65.7% of apps adhered to only 1-2 of Five A smoking cessation guidelines
published October 18, 2016 byMcKay et al. / J Telemed Telecare
This study was developed to determine best practices for health apps aiming to produce behavioral changes. A meta-analysis of 38 reviews published between 2011 and 2016 that focused on a variety of health issues was conducted in September of 2016. The study showed that to produce best practices, advances are needed in methodologies to assess the quality and effectiveness of apps.
published June 15, 2018 by Lin et al. / JMIR Mhealth Uhealth
In collaboration with Quit Genius, the study aimed to explore the design of mHealth apps to deliver results to users in helping them promote healthier lifestyles. The study explored multiple features of the app design to determine effectiveness and hindrances. Among 190 completed survey responses by individuals who had completed slightly more than half of the Quit Genius app intervention, 36.3% of participants had achieved smoking cessation, and of those still smoking, the number of cigarettes smoked per day was reduced by 59.6%. The ability of the app to enhance users’ hedonic well-being and empower them was key in helping them quit smoking.
of participants quit smoking successfully
reduction in cigarettes smoked per day
Well-being was an important factor in users quitting
Surprisingly, inspirational aspects were seen as a negative by users
published April 18, 2018 by Tudor-Sfetea et al. / JMIR Mhealth
The purpose of this study was to determine the effectiveness of cognitive behavioral therapy in mHealth smoking cessation apps. A qualitative short-term longitudinal study was conducted using a sample of 29 smokers. The thematic analysis resulted in five higher themes and several subthemes. The study concluded that CBT in the context of mHealth apps is a potentially effective tool for smoking cessation and behavioral change.
of users reduced the number of cigarettes smoked per day
of users would recommend the Quit Genius app
Most users reported that Quit Genius changed their thinking on smoking
NHS Smokefree was reported to be ineffective and non-impactful
published October 24, 2016 by El-Hilly et al. / JMIR Serious Games
This study investigated how gamification of mHealth smoking cessation interventions leads to change in behavior. A qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts was conducted. Over the course of 5 weeks participants were interviewed 8 times and those interviews were transcribed verbatim and thematically analyzed. Gamification has potential for a low-cost, highly effective mHealth treatment that could replace the behavioral support component found in current smoking cessation programs.