Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study
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.
Authors
- T. Ryan Gregory (ORCID: https://orcid.org/0009-0000-3421-7847)
- Sherine El‐Toukhy (ORCID: https://orcid.org/0000-0002-0329-5823)
- Brandon Kendrick (ORCID: https://orcid.org/0009-0007-5893-7372)
- Lydia Tesfaye (ORCID: https://orcid.org/0009-0006-7484-9631)
- Michael Wakeman (ORCID: https://orcid.org/0009-0001-3970-6057)
- Erin Leahy (ORCID: https://orcid.org/0009-0009-9806-6131)
- Gunnar Baskin (ORCID: https://orcid.org/0009-0008-9093-3563)
- Greg Gruse (ORCID: https://orcid.org/0009-0002-1600-4164)
Institutions
- National Institute on Minority Health and Health Disparities (US)
- ICF International (United States) (US)
Publication Details
- Journal
- JMIR Serious Games
- Published
- 2025-05-09
- DOI
- https://doi.org/10.2196/59515
- Citations
- 3
- Primary Topic
- Behavioral Health and Interventions
- Type
- article
- Field-Weighted Citation Impact
- 4.63