| Literature DB >> 31115348 |
Gaëlle Sabben1, Victor Mudhune2, Ken Ondeng'e2, Isdorah Odero2, Richard Ndivo2, Victor Akelo2, Kate Winskell1.
Abstract
BACKGROUND: Young people aged 15 to 24 years account for one-third of new adult HIV infections. Controlling the HIV epidemic requires effective interventions targeted toward young people and their needs. Smartphone games offer a promising avenue for reaching this population with evidence-based HIV prevention interventions. It is crucial to the effectiveness of these interventions that they be acceptable and intrinsically motivating to adolescents as well as acceptable to their parents.Entities:
Keywords: HIV; Kenya; acceptability; narrative; pilot study; randomized controlled trial; serious game; smartphone; sub-Saharan Africa; youth
Mesh:
Year: 2019 PMID: 31115348 PMCID: PMC6547768 DOI: 10.2196/13049
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Participant demographics.
| Characteristics | Intervention adolescents (n=30) | FGDa adolescents (n=27) | FGD parents (n=22) | |
| Female | 14 (47) | 12 (44) | 19 (83) | |
| Male | 16 (53) | 15 (56) | 3 (17) | |
| Age (years), mean (SD) | 12.8 (1.0) | 12.9 (0.9) | —b | |
| Catholic | 14 (47) | 13 (48) | — | |
| Protestant/Anglican | 8 (27) | 6 (22) | — | |
| Muslim | 2 (7) | 2 (7) | — | |
| Seventh-day Adventist | 4 (13) | 4 (15) | — | |
| Other | 2 (7) | 2 (7) | — | |
| Living with both parents, n (%) | 22 (73) | 19 (70) | — | |
| Permanent | 8 (27) | 8 (30) | — | |
| Semipermanent | 11 (37) | 9 (33) | — | |
| Temporary | 9 (30) | 8 (30) | — | |
| Iron sheets | 2 (7) | 2 (7) | — | |
| Parent | 21 (70) | 19 (70) | — | |
| Self | 2 (7) | 2 (7) | — | |
| Sibling | 11 (37) | 10 (37) | — | |
| Other adult | 4 (13) | 4 (15) | — | |
| No one | 3 (10) | 3 (11) | — | |
| Have used a smartphone before baseline, n (%) | 22 (73) | 20 (74) | — | |
aFGD: focus group discussion.
bDemographic data not collected directly from parents but expected to reflect adolescents’ self-report.
Frequency and percentage of respondents responding most positively to questions on appeal by gender.
| Variables | Age 11-12 years, n (%) | Age 13-14 years, n (%) | All (n=30), n (%) | ||
| Males (n=7) | Females (n=5) | Males (n=9) | Females (n=9) | ||
| Played every day | 7 (100) | 4 (80) | 7 (78) | 8 (89) | 26 (87) |
| Played 1 hour or more each time | 7 (100) | 2 (40) | 7 (78) | 7 (78) | 23 (77) |
| In general playing was very fun | 7 (100) | 5 (100) | 6 (67) | 9 (100) | 27 (90) |
| Would like to play much more | 6 (86) | 4 (80) | 9 (100) | 9 (100) | 28 (93) |
| Would tell friends to play | 6 (86) | 5 (100) | 9 (100) | 9 (100) | 29 (97) |
Frequency and percentage of participant responses to questions on relevance of game by gender.
| Variables | Age 11-12 years, n (%) | Age 13-14 years, n (%) | All (n=30), n (%) | |||
| Males (n=7) | Females (n=5) | Males (n=9) | Females (n=9) | |||
| Younger than 9 | 0 (0) | 2 (40) | 1 (11) | 0 (0) | 3 (10) | |
| 9-10 | 0 (0) | 1 (20) | 1 (11) | 2 (22) | 4 (13) | |
| 11-12 | 4 (57) | 5 (100) | 7 (78) | 3 (33) | 19 (63) | |
| 13-14 | 4 (57) | 5 (100) | 8 (89) | 7 (78) | 24 (80) | |
| 15-16 | 1 (14) | 2 (40) | 5 (56) | 3 (33) | 11 (37) | |
| Older than 16 | 0 (0) | 0 (0) | 3 (33) | 3 (33) | 6 (20) | |
| Younger than 9 | 0 (0) | 1 (20) | 0 (0) | 0 (0) | 1 (3) | |
| 9-10 | 0 (0) | 0 (0) | 1 (11) | 0 (0) | 1 (3) | |
| 11-12 | 5 (71) | 3 (60) | 2 (22) | 2 (22) | 12 (40) | |
| 13-14 | 2 (29) | 1 (20) | 6 (67) | 6 (67) | 15 (50) | |
| 15-16 | 0 (0) | 0 (0) | 0 (0) | 1 (11) | 1 (3) | |
| Older than 16 | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | |
| Best for both genders | 7 (100) | 5 (100) | 9 (100) | 9 (100) | 30 (100) | |
Frequency and percentage of participants responding most positively to questions on value of game by gender.
| Variables | Age 11-12 years, n (%) | Age 13-14 years, n (%) | All (n=30), n (%) | ||
| Males (n=7) | Females (n=5) | Males (n=9) | Females (n=9) | ||
| Learned a lot | 7 (100) | 5 (100) | 9 (100) | 9 (100) | 30 (100) |
| Information very useful now | 6 (86) | 5 (100) | 9 (100) | 9 (100) | 29 (97) |
| Information very useful for future | 7 (100) | 5 (100) | 9 (100) | 9 (100) | 30 (100) |
| Since playing Tumaini, I feel more prepared for difficult situations I might face in the future | 7 (100) | 3 (60) | 9 (100) | 9 (100) | 28 (93) |
| Since playing Tumaini, I feel more sure I can say no firmly when people are trying to pressure me | 7 (100) | 5 (100) | 9 (100) | 8 (89) | 29 (97) |
Frequency and percentage of respondents responding most positively to questions on usability and understandability by gender.
| Variables | Age 11-12 years, n (%) | Age 13-14 years, n (%) | All (n=30), n (%) | ||
| Males (n=7) | Females (n=5) | Males (n=9) | Females (n=9) | ||
| Very easy to understand how to play | 4 (57) | 3 (60) | 7 (78) | 6 (67) | 20 (67) |
| English was easy to understand | 4 (57) | 4 (80) | 8 (89) | 9 (100) | 25 (83) |
| Want to play game in English | 6 (86) | 4 (80) | 7 (78) | 8 (89) | 25 (83) |