| Literature DB >> 29685863 |
Laura Whiteley1,2, Larry Brown1,2, Michelle Lally2,3, Nicholas Heck4, Jacob J van den Berg5.
Abstract
BACKGROUND: Highly active combination antiretroviral treatment has been shown to markedly improve the health of HIV-infected adolescents and young adults. Adherence to antiretroviral treatment leads to decreased morbidity and mortality and decreases the number of hospitalizations. However, these clinical achievements can only occur when young persons with HIV are adherent to care. Unfortunately, adolescents and young adults have poorer rates of adherence to antiretroviral medications and poorer rates of retention in care than older adults. Novel and engaging digital approaches are needed to help adolescents and young adults living with HIV be adherent to treatment.Entities:
Keywords: adolescents; mobile phones; patient compliance; young adults
Year: 2018 PMID: 29685863 PMCID: PMC5993532 DOI: 10.2196/mhealth.8155
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Qualitative interview themes and resulting game adaptations based on the information-motivation-behavioral skills (IMB) model.
| IMB construct and themes | Resulting game adaptations or actions | |
| New and comprehensive details of HIV | Game includes complex and realistic information about opportunistic infections and HIV. Participants fight off infections in each organ. Opportunistic infections are graphically represented. Facts about HIV, CD4 counts, immunity, and viral loads are imparted at every level. HIV is pictured. | |
| HIV as it relates to doctors' visits | Terms and verbiage often used at doctors’ visits are used and defined in the game frequently. | |
| General health information | Participants in game receive messages about how exercise and healthy eating also effects health. Participants also receive messages about avoiding cigarettes and illicit substances throughout each level. | |
| Enhancement of future orientation | Messages about staying alive for family, friends, and children scroll through game. As gaming participant takes more pills, and builds more health, they are able to move through levels, receive more artillery, and have more success. | |
| Personal relevance of HIV care | Participants are shrunken down to enter into their own body in order to fight HIV. Gaming participants see how HIV affects their organs during play. | |
| Collaborating with health care providers | Throughout the game, the participant has to partner with doctors to advance to the next level, build strength, and collect artillery. | |
| Reinforcement of influences from peers, partners, and friends | Scrolling messages remind gamers that staying alive for partners, friends, and family is meaningful for themselves and loved ones in their lives. | |
| Decreasing stigma | Participant is empowered to kill HIV and feel stronger with each healthy decision. Adherence to care is valued as healthy, not as a consequence of being sick. | |
| Self-Efficacy for medical adherence and self-care | Solving problems and collecting pills or swallowing pills, in the game leads to higher “Immune Status,” more health, and more artillery. This leads to more game play. Perseverance throughout levels leads to success in game. | |
| Strategies for medical adherence and self-care | Scrolling messages encourage participants to use 7 day pill organizers, schedule routine doctors’ appointments, and ask providers/doctors questions about topics relevant to them. | |
| Desire for games with levels, sound effects, colorful graphics. Ability to earn points in game, and choose avatars | Levels/ organ systems become increasingly difficult (for a sense of accomplishment). Background music, sound effects, and dramatic voice-overs included. Colorful graphics are included and change often. Choice of avatars is available. Participants earn points in game by swallowing pills. | |
| Desire for game action that is realistic with relevant info about HIV. | Participants can directly destroy HIV in game play, and graphics look like HIV. Participants improve health, and gain points in game by taking virtual pills. Participants liked progression through organ systems, with info about HIV that is pertinent to that organ system. Participants learn health facts about HIV that are complex (ie, information about opportunistic infections) during play. | |