# Motivating Quit Attempts Through Gamification: A Systematic Review of Digital Game-Based Interventions for Smoking Cessation

**Authors:** Spandita Das, Kunal Jha, Ipseeta Menon, Anukampa Senapati, Rohini Parui, Anwesha Mishra

PMC · DOI: 10.7759/cureus.93399 · Cureus · 2025-09-28

## TL;DR

This paper reviews how gamified digital tools can help people quit smoking by boosting engagement and motivation, though long-term success remains uncertain.

## Contribution

The study systematically evaluates the effectiveness of gamification in digital smoking cessation interventions, highlighting both engagement benefits and limitations in long-term outcomes.

## Key findings

- Gamified tools like virtual pets and leaderboards increased user engagement and motivation.
- Apps such as SCAMPI and QuitIT showed promising short-term results but lacked long-term success evidence.
- Most studies reported only temporary benefits, with limited data on sustained smoking cessation.

## Abstract

Tobacco use remains a leading cause of preventable disease and death worldwide. While quitting significantly reduces health risks, many individuals struggle to quit using traditional methods. With increasing access to mobile technology, gamified digital interventions have emerged as a novel approach to support smoking cessation. The aim of the review was to evaluate the effectiveness of gamification-based digital interventions in promoting smoking cessation, focusing on user engagement, abstinence rates, motivation, and implementation challenges. A systematic literature review was conducted using PubMed, Scopus, and Web of Science, guided by the population/patient/problem, intervention, comparison, and outcome (PICO) framework, to identify English-language articles published between January 2015 and July 2025 on gamified digital interventions for smoking cessation. A total of 136 articles were initially retrieved, out of which eight met all eligibility criteria and were included in the final review. Study selection followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, and data extraction was done independently by two reviewers. The quality of included studies was assessed using the National Institutes of Health (NIH) tool checklist for controlled intervention studies. Out of 136 articles, eight met the inclusion criteria and were reviewed in depth. The studies highlighted five key areas: user engagement, quit rates, motivation, user satisfaction, and implementation challenges. Gamified tools, like virtual pets, leaderboards, and challenges, boosted engagement and motivation but didn’t always lead to higher quit rates. Some apps, like SCAMPI and QuitIT, showed promising results, while others had mixed outcomes. Gamification can make quit-smoking apps more fun and motivating, helping people stay engaged and confident in their quit attempts. However, most studies showed only short-term benefits, and the evidence for long-term quitting is still weak.

## Full-text entities

- **Diseases:** death (MESH:D003643)
- **Species:** Homo sapiens (human, species) [taxon 9606], Nicotiana tabacum (American tobacco, species) [taxon 4097]

## Full text

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## Figures

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## References

22 references — full list in the complete paper: https://tomesphere.com/paper/PMC12570117/full.md

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Source: https://tomesphere.com/paper/PMC12570117