@Article{info:doi/10.2196/54684, author="Goodwin, Shelby and Nastasi, Jessica A and Newman, Schyler T and Rapoza, Darion and Raiff, Bethany R", title="Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study", journal="JMIR Serious Games", year="2024", month="Aug", day="21", volume="12", pages="e54684", keywords="mHealth; mobile health; smoking cessation; video game intervention; mobile phone", abstract="Background: Approximately half of smokers attempt to quit, but 90{\%} of these attempts fail. Video game--based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, including high cost, lack of health care access, and low engagement. Objective: The purpose of this study was to evaluate the feasibility and acceptability of a video game--based smoking cessation intervention called Inspired and its impact on the 7-day smoking point prevalence at the 30-day follow-up. Methods: US adults (n=48) were recruited via the web to use Inspired on their smartphones for 7 weeks. The object of the game was to defend a healing tree against attackers. Levels of the game were unlocked twice daily when participants self-reported the number of cigarettes they smoked since the previous entry. Completion of the levels awarded players in-game currency, which could strengthen in-game abilities. Participants received additional in-game rewards to aid gameplay by submitting either smoking self-reports only or self-reports indicating abstinence, determined through random assignment. In addition, participants completed a web-based survey at intake, week 4, week 7, and the 30-day follow-up. Results: Of the 48 participants, who had an average age of 39.8 (SD 10.7) years, 27 (56{\%}) were female, 4 (8{\%}) Hispanic, 37 (77{\%}) White, and 27 (56{\%}) employed; 26 (54{\%}) earned