Literature DB >> 29161529

Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens.

Joan R Cates1, Bernard F Fuemmeler2, Sandra J Diehl1, Laurie L Stockton1, Jeannette Porter1, Chioma Ihekweazu1, Arshya S Gurbani1, Tamera Coyne-Beasley3.   

Abstract

INTRODUCTION: Vaccination against human papillomavirus (HPV) is routinely recommended for ages 11-12, yet in 2016 only 49.5% of women and 37.5% of men had completed the three-dose series in the United States. Offering information and cues to action through a serious videogame for preteens may foster HPV vaccination awareness, information seeking, and communication.
MATERIALS AND METHODS: An iterative process was used to develop an interactive videogame, Land of Secret Gardens. Three focus groups were conducted with 16 boys and girls, ages 11-12, for input on game design, acceptability, and functioning. Two parallel focus groups explored parents' (n = 9) perspectives on the game concept. Three researchers identified key themes.
RESULTS: Preteens wanted a game that is both entertaining and instructional. Some parents were skeptical that games could be motivational. A back-story about a secret garden was developed as a metaphor for a preteen's body and keeping it healthy. The goal is to plant a lush secret garden and protect the seedlings by treating them with a potion when they sprout to keep them healthy as they mature. Points to buy seeds and create the potion are earned by playing mini-games. Throughout play, players are exposed to messaging about HPV and the benefits of the vaccine. Both boys and girls liked the garden concept and getting facts about HPV. Parents were encouraged to discuss the game with their preteens.
CONCLUSION: Within a larger communication strategy, serious games could be useful for engaging preteens in health decision making about HPV vaccination.

Entities:  

Keywords:  Communication; HPV; Preteen; Vaccination; Videogame

Mesh:

Substances:

Year:  2017        PMID: 29161529      PMCID: PMC5797321          DOI: 10.1089/g4h.2017.0002

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  26 in total

1.  The role of transportation in the persuasiveness of public narratives.

Authors:  M C Green; T C Brock
Journal:  J Pers Soc Psychol       Date:  2000-11

2.  Design of Video Games for Children's Diet and Physical Activity Behavior Change.

Authors:  Tom Baranowski; Debbe Thompson; Richard Buday; Amy Shirong Lu; Janice Baranowski
Journal:  Int J Comput Sci Sport       Date:  2010

Review 3.  How to engage children in self-administered dietary assessment programmes.

Authors:  A S Lu; J Baranowski; N Islam; T Baranowski
Journal:  J Hum Nutr Diet       Date:  2012-05-18       Impact factor: 3.089

Review 4.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

5.  Five roles for using theory and evidence in the design and testing of behavior change interventions.

Authors:  L Kay Bartholomew; Patricia Dolan Mullen
Journal:  J Public Health Dent       Date:  2011       Impact factor: 1.821

Review 6.  A systematic review of serious video games used for vaccination.

Authors:  Robin Ohannessian; Sarina Yaghobian; Pierre Verger; Philippe Vanhems
Journal:  Vaccine       Date:  2016-08-03       Impact factor: 3.641

7.  Partnerships between parents and health care professionals to improve adolescent health.

Authors:  Carol A Ford; Amy F Davenport; Andrea Meier; Annie-Laurie McRee
Journal:  J Adolesc Health       Date:  2011-03-12       Impact factor: 5.012

8.  Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

Authors:  Debbe Thompson; Tom Baranowski; Richard Buday; Janice Baranowski; Victoria Thompson; Russell Jago; Melissa Juliano Griffith
Journal:  Simul Gaming       Date:  2010-08-01

9.  National, Regional, State, and Selected Local Area Vaccination Coverage Among Adolescents Aged 13-17 Years - United States, 2016.

Authors:  Tanja Y Walker; Laurie D Elam-Evans; James A Singleton; David Yankey; Lauri E Markowitz; Benjamin Fredua; Charnetta L Williams; Sarah A Meyer; Shannon Stokley
Journal:  MMWR Morb Mortal Wkly Rep       Date:  2017-08-25       Impact factor: 17.586

10.  A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire's Quest! II): Rationale, Design, and Methods.

Authors:  Debbe Thompson; Riddhi Bhatt; Melanie Lazarus; Karen Cullen; Janice Baranowski; Tom Baranowski
Journal:  JMIR Res Protoc       Date:  2012-11-21
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  8 in total

1.  Experimenting with a Prototype Interactive Narrative Game to Improve Knowledge and Beliefs for the HPV Vaccine.

Authors:  Anna Zhu; Muhammad Amith; Lu Tang; Rachel Cunningham; Angela Xu; Julie A Boom; Cui Tao
Journal:  HCI Int Late Break Pap (2021)       Date:  2021-11-20

2.  Helping Children to Participate in Human Papillomavirus-Related Discussions: Mixed Methods Study of Multimedia Messages.

Authors:  Aurora Occa; Hayley M Stahl; Sarah Julien-Bell
Journal:  JMIR Form Res       Date:  2022-04-11

3.  Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability.

Authors:  Amanda D Castel; Saba Qasmieh; Daniel Greenberg; Nicole Ellenberger; Tyriesa Howard Howell; Caleb Griffith; Brittany C Wilbourn; Kavitha Ganesan; Nadia Hussein; Gabriel Ralte; Natella Rakhmanina
Journal:  JMIR Serious Games       Date:  2018-10-15       Impact factor: 4.143

Review 4.  Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review.

Authors:  Ilaria Montagni; Inass Mabchour; Christophe Tzourio
Journal:  JMIR Serious Games       Date:  2020-05-18       Impact factor: 4.143

5.  Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study.

Authors:  Gabrielle Darville; Jade Burns; Tanaka Chavanduka; Charkarra Anderson-Lewis
Journal:  JMIR Serious Games       Date:  2021-01-22       Impact factor: 4.143

6.  Evaluation of a Serious Video Game to Facilitate Conversations About Human Papillomavirus Vaccination for Preteens: Pilot Randomized Controlled Trial.

Authors:  Joan R Cates; Bernard F Fuemmeler; Laurie L Stockton; Sandra J Diehl; Jamie L Crandell; Tamera Coyne-Beasley
Journal:  JMIR Serious Games       Date:  2020-12-03       Impact factor: 4.143

7.  mHealth video gaming for human papillomavirus vaccination among college men-qualitative inquiry for development.

Authors:  Gabrielle Darville-Sanders; Charkarra Anderson-Lewis; Michael Stellefson; Yu Hao Lee; Jann MacInnes; R Morgan Pigg; Rebeccah Mercado; Cheryl Gaddis
Journal:  Mhealth       Date:  2022-07-20

8.  Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification.

Authors:  Hussein Haruna; Xiao Hu; Samuel Kai Wah Chu; Robin R Mellecker; Goodluck Gabriel; Patrick Siril Ndekao
Journal:  Int J Environ Res Public Health       Date:  2018-09-17       Impact factor: 3.390

  8 in total

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