
PRODUCT
Quit Genius
Quit Genius is consistently rated as the leading digital program for effective behavior change across multiple peer-reviewed papers. Our Solution is consistently rated as the leading digital program for effective behavior change across multiple peer-reviewed papers. Quit Genius breaks the shell with an evidence-based program designed to engage and set each member up for a successful quit attempt.
Studies on the efficacy of Quit Genius
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design.
BEHAVIOR
Hand Hygiene
PAPERS
Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation.
BEHAVIOR
Smoking Cessation
TACTICS
Gamification, Tracking behavior, Implementation Intentions, Cognitive Behavioral Therapy (CBT)
PAPERS
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.
BEHAVIOR
Smoking Cessation
TACTICS
Gamification, Goal Setting, Feedback, Self-Monitoring or Tracking
How Quit Genius changes Smoking Cessation behaviors

TACTICS
Implementation Intentions
Implementation intentions are specific details for when and how a behavior should or will be performed. These are often formulated as ""if-then"" rules, such as:- "if I crave something sweet, I'll have fruit instead of candy"- "if I am in the mood for a cigarette, I'll wait 5 minutes—then, if I still want it, I can have one"Other examples include studies where flu vaccination uptake was higher in groups of people nudged to make more specific plans (i.e. picking a specific time and date, along with a mode of transport to a specific clinic). The same general effect was observed with voting behaviors. These are a generally low-cost tool to slightly improve the gap between intention and performance of a behavior.
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design., Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation., Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.

TACTICS
Environmental Restructuring
Environmental restructuring refers to modifying the physical environment around someone in order to influence their behavior.On the less intensive end, this could be as simple as having someone leave a pill bottle in a more obvious location or switch to using a pillbox with compartments for each day. More complex examples include carpooling potential voters to election sites to improve turnout, redesigning a workplace cafeteria layout to bias toward healthier foods, or setting up booths for influenze vaccination in offices or shopping malls.
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design., Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation., Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.

TACTICS
Behavior Substitution
Behavior substitution refers to attempting to eliminate a problematic behavior by replacing it with another one. Often, the substituted behaviors are intended to have similar sensory qualities (e.g. drink flavored sparkling water instead of soda). The goal is typically to disassociate the original behavior from its cue, enabling the more positive behavior to be triggered automatically.
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design., Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation., Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.

TACTICS
Reminders, Cues, or Prompts
Reminders, cues, and prompts are simply methods to cause someone to perform a behavior by calling their attention to it with a timely message. People have limited attention and memory, so these types of influences can be very effective when done skillfully. The cue need not consist of written or spoken language; for example, it could be a certain melody, symbol, or pattern of lights on a connected home device. It might also be a bracelet or pattern of vibrations from a wearable device. Provided the cue or prompt is associated with the behavior, almost any sensory stimuli that is reliably perceived and interpreted may be used. That said, verbal reminders can be effective since they may be personalized with additional semantic information related to the person's context or leverage other effects (e.g. identity priming or framing effects).
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design., Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation., Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.

TACTICS
Education or Information
Education refers to empowering a person with more knowledge or training than they had previously. While providing information alone is often a suboptimal way to drive meaningful behavior change or long-term interventions, the right message at the right time can be a powerful part of a behavior change strategy.
PAPERS
Evaluating brief motivational and self-regulatory hand hygiene interventions: a cross-over longitudinal design., Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation., Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.
Quit Genius changes these Smoking Cessation behaviors
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STRATEGIES
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BEHAVIORS
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Finance,Education
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TACTICS
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BEHAVIORS
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