Although users of both apps understood and reported some of the benefits of smoking cessation, such as better health and saving money, SF users mostly felt that their knowledge was left unchanged, as the information provided, for example, regarding the harms of smoking, was generic and well known. Therefore, this had no impact on their understanding of the consequences of smoking. Conversely, QG users were positive about the effect on their knowledge, mentioning that reinforcement of the consequences at multiple points during the progress gave them greater motivation to quit smoking. This fits well with the health belief model , in which the perceived threat (in this case, the health hazards associated with smoking) plays a vital part in the individual’s likelihood to engage in health-promoting behavior. Generally, users reported feeling bored using SF, which provided information already known to the users, whereas QG was seen as novel and informative. This is not surprising, as implementing CBT in such a gamified app is a new concept.