| Literature DB >> 27178752 |
Sara LeGrand1, Kathryn Elizabeth Muessig, Tobias McNulty, Karina Soni, Kelly Knudtson, Alex Lemann, Nkechinyere Nwoko, Lisa B Hightow-Weidman.
Abstract
BACKGROUND: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM.Entities:
Keywords: HIV; health knowledge, attitudes, practice; medication adherence; men who have sex with men; mobile applications; serious games; video games; youth
Year: 2016 PMID: 27178752 PMCID: PMC4884268 DOI: 10.2196/games.5687
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Initial proposed features of Epic Allies.
| Planned feature | Planned function | Relationship to IMB model |
| Visual representation of users within the app to facilitate development of an online identity while preserving anonymity to peers. | Ma: Increases app engagement and facilitates social support. | |
| Home screen where users enter daily adherence information. Provides a visualization of historical adherence patterns. | Ib: Tracking and historical visualization of data provides information on adherence behaviors. | |
| M: Data display visually reinforces positive behaviors and motivates users to change if adherence is suboptimal. | ||
| Bc: Adherence achievements increase behavior change self-efficacy. | ||
| Personalized medication reminders and feedback messages based on users’ successes, setbacks and progress toward their adherence goals. | I: Reminders specify appropriate times to take medications. | |
| M: Reminders provide a cue to action. Feedback messages affirm positive adherence behaviors and identify adherence challenges. | ||
| B: Reminders help build skills for integrating medication routines in daily life. Feedback messages increase adherence self-efficacy. | ||
| Users select virtual “friends” to interact with by sending preset messages to challenge, praise or encourage others. | M: Increases social motivation to adhere to medications. | |
| B: Ally interactions create opportunities for peer modeling and reinforcement of adherence. | ||
| Education modules on ART adherence and HIV. | I: Modules provide relevant ART adherence information. | |
| Users earn points for completing selected tasks within the app. | M: Opportunities to earn points increases motivation for app engagement and ART adherence. | |
| B: Achieving milestones increase adherence self-efficacy. | ||
amotivation.
binformation.
cbehavioral skills/self-efficacy.
Changes to Epic Allies for Phase Three
| Phase One and Two components | Phase Three components | Phase Three component description | Rationale for change |
| – | Superhero theme, app storyline, virtual guide | An app storyline was developed to explain the superhero theme, provide a backstory for the app and to introduce users to their role in the game ( | The storyline and superhero theme were added in response to focus group participants’ request for an engaging and interactive user experience that would motivate regular app use. |
| – | The Battle | The objective of the Battle is to collect virtual cards used to defeat the monsters in the city of Medopolis. Each day, players fight a new battle to defeat a monster; success or failure depends on the set of three cards they have in their hand. Players can buy and upgrade their cards using points earned by engaging in other parts of the app. Within the Battle, a new social component called the “Spotlight” was created. Using the spotlight, participants can call on their Allies to help defeat difficult monsters. | The Battle feature was introduced to increase app engagement, motivate participants to complete activities within the app, and encourage interactions with Allies. |
| Customizable avatars | Profile | The avatar concept was expanded to include more detailed information about users such as interests, hobbies, and current ART use. | Focus group participants emphasized the need for social support for adherence. The profile was changed to create a stronger sense of community among users. |
| Dashboard | Dashboard | The Dashboard feature expanded to include additional tracking options such as exercise, smoking, drug and alcohol use, and mood. | This change responded to focus group participants’ request for customization within the app. |
| Reminder messages and tailored feedback | Reminder messages and tailored feedback | Reminder messages were made optional. Tailored feedback was expanded to include messages on new tracking options (ie, exercise, smoking). | Focus group participants noted that reminders are an important feature to include in an adherence app. However, those who already have strategies for remembering to take their medications may not need them. The change allows users to customize the app to their needs. Expansion of tailored feedback was designed to provide additional customized feedback on factors related to adherence. |
| Friends | Allies | The name was changed from “Friends” to “Allies”. The feature was expanded to include the “Spotlight” feature described in the Battle section above. | The name was changed to align with the storyline and superhero theme. The “Spotlight” feature enhanced the ability for users to interact with their Allies in an interactive and fun way. |
| Information modules | Daily Dose | The information modules were replaced with the Daily Dose, an app newspaper that follows a curriculum of daily short articles and tips to address HIV and ART knowledge and promote disease management. Reading an article earns users points that can be used to buy new cards for the Battle. | The Daily Dose replaced the educational modules so that informational needs could be addressed in an engaging and interactive manner (ie, proper dosing guidelines, common medication side effects, coping with side effects, HIV acceptance process, identifying sources of social support). Users are encouraged to log into the app daily to get a new article. Awarding points increases motivation for reading articles and app engagement. |
| Gamification | Gamification | The gamification principles were expanded so that users earned points for each completed activity in the app. A “leveling up” feature was added so that users could unlock new battles. | The additional gamification features were added to increase motivation for behavior change and app use. |
Figure 1App tutorial.
Figure 3The Battle.
Usability testing score means (n=7).
| Mean | Standard Deviation | |
| Visually appealing | 1.9 | 1.2 |
| Overall impression is favorable | 1.6 | 0.8 |
| Medication tracking features easy to understand | 1.7 | 1.1 |
| Layout and structure easy to understand and navigate | 2.0 | 1.0 |
| Functions were easy to use | 1.6 | 1.1 |
| Interesting | 1.3 | 0.5 |
| Could help with medication taking | 1.4 | 0.8 |
| Can see the benefits of using an app like this | 1.6 | 1.0 |
| Could see myself using an app like this | 1.7 | 1.0 |
aScore key: 1=strongly agree to 5=strongly disagree.
Figure 4Usability testing with checklist.