{"id":{"repo_id":"royalroads","oai_identifier":"oai:null:10170/733"},"canonical_url":"https://search.dev.ndltd.org/etd/royalroads/oai:null:10170/733","repository":{"repo_id":"royalroads","name":"Royal Roads University","base_url":"https://www.viurrspace.ca/server/oai/request"},"display":{"title":"How connectivity motivates behaviour change : gamification as an effective social media platform for BC QuitNow Services","abstract":"Helping male tobacco users quit tobacco use by providing novel ways to engage with them has been a long and difficult process for tobacco cessation services such as BC QuitNow. With the explosion of technology in today's culture, communication channels such as social media provide a unique opportunity to increase engagement for pro-social behaviour change in individuals such as smokers. This study capitalizes on the interest of BC QuitNow Services to review and expand their social media platform, taking as its focus male tobacco users and QuitNow staff and exploring the literature on gamification to assess the value of games as health promotion tools. The study provides a research basis for and outline of an actual planned gamification prototype, co-developed with tobacco users and QuitNow staff, through a focus group and two surveys, with an emphasis on reducing tobacco use.","abstract_html":"Helping male tobacco users quit tobacco use by providing novel ways to engage with them has been a long and difficult process for tobacco cessation services such as BC QuitNow. With the explosion of technology in today&#x27;s culture, communication channels such as social media provide a unique opportunity to increase engagement for pro-social behaviour change in individuals such as smokers. This study capitalizes on the interest of BC QuitNow Services to review and expand their social media platform, taking as its focus male tobacco users and QuitNow staff and exploring the literature on gamification to assess the value of games as health promotion tools. The study provides a research basis for and outline of an actual planned gamification prototype, co-developed with tobacco users and QuitNow staff, through a focus group and two surveys, with an emphasis on reducing tobacco use.","abstract_has_math":false,"creators":["Brown, Jami Lynne"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Real, Michael","Gaby, Suzanne","Black, David","Walinga, Jennifer","Vannini, Phillip"],"committee_chairs":[],"committee_members":[],"year":2014,"date_issued":"2014-07-23","date_published":"2014-07-23","updated_at":"2026-08-21T22:21:56Z","subjects":["Communications","Gamification","Health Education","Smoking Cessation","Social Media","Tobacco"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/10170/733","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"source_record":{"url":"https://www.viurrspace.ca/server/oai/request?verb=GetRecord&metadataPrefix=dim&identifier=oai%3Anull%3A10170%2F733","prefix":"dim"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Real, Michael","Gaby, Suzanne","Black, David","Walinga, Jennifer","Vannini, Phillip"]},{"key":"dc:creator","label":"Author","values":["Brown, Jami Lynne"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2014-07-23T20:40:12Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2014-07-23T20:40:12Z"]},{"key":"dc:date.issued","label":"Date","values":["2014-07-23"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Communications","Gamification","Health Education","Smoking Cessation","Social Media","Tobacco"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/10170/733"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Helping male tobacco users quit tobacco use by providing novel ways to engage with them has been a long and difficult process for tobacco cessation services such as BC QuitNow. With the explosion of technology in today's culture, communication channels such as social media provide a unique opportunity to increase engagement for pro-social behaviour change in individuals such as smokers. This study capitalizes on the interest of BC QuitNow Services to review and expand their social media platform, taking as its focus male tobacco users and QuitNow staff and exploring the literature on gamification to assess the value of games as health promotion tools. The study provides a research basis for and outline of an actual planned gamification prototype, co-developed with tobacco users and QuitNow staff, through a focus group and two surveys, with an emphasis on reducing tobacco use."]},{"key":"dc:title","label":"Title","values":["How connectivity motivates behaviour change : gamification as an effective social media platform for BC QuitNow Services"]}]}],"canonical_facts":{"dc:contributor.advisor":["Real, Michael","Gaby, Suzanne","Black, David","Walinga, Jennifer","Vannini, Phillip"],"dc:creator":["Brown, Jami Lynne"],"dc:date.accessioned":["2014-07-23T20:40:12Z"],"dc:date.available":["2014-07-23T20:40:12Z"],"dc:date.issued":["2014-07-23"],"dc:description.abstract":["Helping male tobacco users quit tobacco use by providing novel ways to engage with them has been a long and difficult process for tobacco cessation services such as BC QuitNow. With the explosion of technology in today's culture, communication channels such as social media provide a unique opportunity to increase engagement for pro-social behaviour change in individuals such as smokers. This study capitalizes on the interest of BC QuitNow Services to review and expand their social media platform, taking as its focus male tobacco users and QuitNow staff and exploring the literature on gamification to assess the value of games as health promotion tools. The study provides a research basis for and outline of an actual planned gamification prototype, co-developed with tobacco users and QuitNow staff, through a focus group and two surveys, with an emphasis on reducing tobacco use."],"dc:identifier.uri":["http://hdl.handle.net/10170/733"],"dc:subject":["Communications","Gamification","Health Education","Smoking Cessation","Social Media","Tobacco"],"dc:title":["How connectivity motivates behaviour change : gamification as an effective social media platform for BC QuitNow Services"]},"updated_at":"2026-08-21T22:21:56Z"}