| Literature DB >> 30322838 |
Amanda D Castel1, Saba Qasmieh1, Daniel Greenberg2, Nicole Ellenberger3, Tyriesa Howard Howell1,4, Caleb Griffith3, Brittany C Wilbourn1, Kavitha Ganesan5,6, Nadia Hussein3, Gabriel Ralte2, Natella Rakhmanina3,7,8.
Abstract
BACKGROUND: An estimated 50% of adolescents and young adults (AYA) living with HIV are failing to adhere to prescribed antiretroviral treatment (ART). Digital games are effective in chronic disease management; however, research on gaming to improve ART adherence among AYA is limited.Entities:
Keywords: HIV; Wisepill; adherence; adolescents; digital technology; serious games; video games; youth
Year: 2018 PMID: 30322838 PMCID: PMC6231793 DOI: 10.2196/10213
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Virus Fighter images include HIV-like monsters that would invade CD4 cells.
Figure 2In the Adherence Warrior game, players act as heroes protecting their village from invading monsters. To attack the monsters, three or more tiles need to be matched in a row. Players need energy to progress in the game, and they can gain this energy by opening their pillbox on time.
Features of final games.
| Feature | Description | Function |
| Privacy | Making games about players fighting HIV conveys a risk of unintentionally revealing a patient’s HIV status when they would prefer privacy. To prevent this risk, we changed plans for a Body Voyage game fighting viruses and made 3 games designed to protect patient privacy and minimize the risk that using the intervention would disclose their status. | Increases app engagement by meeting the privacy needs of adolescent and young adult HIV patients. |
| Motivation | By making a direct connection between daily adherence and the kind of daily, in-game power-ups that players usually have to pay for with microtransactions, we attempted to motivate patients to take their medication on time. Opportunities to earn greater in-game power and access increases motivation for both engagement with the games and adherence with antiretroviral treatment (ART). | Direct motivation to increase adherence. |
| Motivation | The game incentivizes cooperation by letting the player build up available healing tiles and defensive tiles by not using them on less-injured heroes but instead saving them up for bigger healing effects on heroes who are more injured. In this way, the game puts the player in a caregiver role. | Having player in caregiver role motivates patients in their current self-care role to adhere to their ART. |
| Information | The system knows when patients do not open their pillboxes on time and sends out a feedback reminder when this happens in the form of a text message (which does not disclose anything about HIV). | Providing this timely information about adherence affirms adherence behavior and serves as a cue to action in a way that does not breach privacy. |
Figure 3In the Berry Match game, players try to match as many berries as possible. Points are awarded for all the berries eaten. Players receive in-game currency in the form of special power-ups by opening their pillbox on time.
Figure 4In the Cat O'Polt game, players control a cat travelling through the city trying to collect coins while avoiding obstacles. The objective is to achieve the highest score possible before losing all of one’s gameplay lives. The player gains new lives by opening their pillbox on time.
Figure 5HIV-infected adolescent and young adult focus group participant recruitment. FGD: focus group discussion.
Adolescent and young adult demographic, disclosure status, adherence, and access to video games characteristics (N=12).
| Characteristica | 13-17 years (n=7) | 18-24 years (n=5) | Total (N=12) | ||
| Age (years), mean (range) | 14.7 (14-16) | 19.2 (18-22) | 16.6 (14-22) | ||
| Female | 4 (57) | 3 (60) | 7 (52) | ||
| Male | 3 (43) | 2 (40) | 5 (42) | ||
| Non-Hispanic black | 7 (100) | 4 (80) | 11 (92) | ||
| Other | 0 | 1 (20) | 1 (8) | ||
| Maryland | 6 (86) | 2 (40) | 8 (67) | ||
| District of Columbia | 1 (14) | 3 (60) | 4 (33) | ||
| Grades 1-8 | 4 (57) | 0 | 4 (33) | ||
| Grades 9-11 | 3 (43) | 1 (40) | 4 (33) | ||
| High school graduate/general equivalency diploma | 0 | 4 (80) | 4 (33) | ||
| <6 months | 2 (29) | 0 | 2 (17) | ||
| 6 months to 5 years | 2 (29) | 0 | 2 (17) | ||
| >5 years | 3 (43) | 5 (100) | 8 (67) | ||
| In my bedroom | 3 (43) | 4 (80) | 7 (58) | ||
| In the kitchen | 4 (57) | 1 (20) | 5 (42) | ||
| Pills per day, mean (range) | 4.3 (1-8) | 2.2 (1-4) | 3.4 (1-8) | ||
| Once per day | 4 (57) | 5 (100) | 9 (75) | ||
| Twice per day | 2 (29) | 0 | 2 (17) | ||
| ≥3 times per day | 1 (14) | 0 | 1 (8) | ||
| In the past | 1 (14) | 1 (20) | 2 (17) | ||
| Currently | 4 (57) | 3 (60) | 7 (58) | ||
| Never | 2 (29) | 1 (20) | 3 (25) | ||
| I do it myself | 3 (43) | 2 (40) | 5 (42) | ||
| A relative helps me remember | 5 (1) | 2 (40) | 7 (58) | ||
| I set an alarm | 0 | 2 (40) | 2 (17) | ||
| I receive a text reminder | 0 | 1 (20) | 1 (8) | ||
| All the time (100%) | 4 (57) | 1 (20) | 5 (42) | ||
| Most of the time (51-99%) | 3 (43) | 4 (80) | 7 (58) | ||
| Half of the time to never (0-50%) | 0 | 0 | 0 | ||
| Video game device in household, n (%) | 7 (100) | 5 (100) | 12 (100) | ||
| Wii | 5 (71) | 2 (40) | 7 (58) | ||
| Xbox | 4 (57) | 2 (40) | 6 (50) | ||
| Nintendo | 0 | 3 (60) | 3 (25) | ||
| Computer | 2 (29) | 2 (40) | 4 (33) | ||
| Daily | 0 | 1 (20) | 1 (9) | ||
| Only on weekends | 2 (29) | 0 | 2 (18) | ||
| Anytime | 2 (29) | 4 (80) | 6 (54) | ||
aTotals may not sum to 100% due to missing data.
bParticipants were allowed to check all that applied.
Acceptability of game prototype stratified by age group.
| Game characteristicsa | 13-17 years (n=7), median response | 18-24 years (n=5), median response | Total (N=12), median response |
| The game playing was very interestinga | 5 | 5 | 5 |
| The game playing was satisfyinga | 4 | 5 | 5 |
| The game playing was funa | 4c | 5c | 5c |
| It was easy to learn how to play the gamea | 4 | 4 | 4 |
| I liked the art and animationa | 4 | 5 | 4 |
| I liked the game environmenta | 3.5 | 4 | 4 |
| I liked the game interfacea | 4 | 4 | 4 |
| I like the 7-day organizer format of the pill dispensera | 4.5 | 5 | 5 |
| The link to the pill dispenser was not a problem for mea | 5 | 3 | 4 |
| I like the idea of playing games about the immune system fighting off invadersa | 4 | 5 | 5 |
| I like the idea of playing games about subjects other than the immune systema | 4 | 5 | 4 |
| Games about the immune system make me more interested in the subjecta | 3.5 | 5 | 4 |
| I would like to get a pop-up reminder to take my medications from the game on my phonea | 4.5 | 4 | 4 |
| I would play these games if I had themb | 4 | 3 | 4 |
| I would recommend the games to a friendb | 3 | 3 | 3 |
| I would be interested in playing these games in multiplayer mode with my friendsb | 3 | 2 | 2 |
| I would use these games to help with taking my medicationsb | 4 | 3.5 | 4 |
| I would be more likely to take my medication if it would get me more points in the gamesb | 3 | 3 | 3 |
| I would be more likely to take my medications if it would get me better power-ups in the gamesb | 4 | 4 | 4 |
aResponses provided on a scale of 1 to 5: strongly agree (5), somewhat agree (4), neither agree nor disagree (3), disagree (2), strongly disagree (1).
bResponses provided on a scale of 1 to 4: very likely (4), somewhat likely (3), not very likely (2), don't know (1).
cSignificant differences between age groups using t tests (P<.05).