Literature DB >> 31560218

Development, Refinement, and Acceptability of Digital Gaming to Improve HIV Testing Among Adolescents and Young Adults at Risk for HIV.

Brittany Wilbourn1, Tyriesa Howard Howell1,2, Amanda D Castel1, Lawrence D'Angelo3, Connie Trexler3, Rashida Carr3, Daniel Greenberg4.   

Abstract

Objective: Adolescents and young adults (AYAs) account for >20% of new HIV diagnoses in the United States, yet >50% are unaware of their infection. Digital gaming is widespread among youth and has proven efficacious in other disease areas; thus, we sought to determine whether a life-and-dating simulation game to increase HIV testing would be acceptable among AYAs. Materials and
Methods: Focus groups and surveys were administered to health care providers and AYAs in Washington, DC. AYAs were shown a life-and-dating simulation game that incorporated the Centers for Disease Control and Prevention Risk Estimator tool to demonstrate the potential HIV risk of selected behaviors and a zipcode-level HIV testing locator. Thematic analysis was used to identify general gaming themes and game acceptance. Descriptive statistics were used to summarize response frequencies and Likert scales were used to evaluate game acceptability.
Results: Providers, some of whom (38%, n = 5/13) had significant experience caring for youth living with or at increased risk for HIV, advised against the game forcing youth to disclose sexual identity or labeling youth "at risk." AYAs (n = 46) found the initial and revised versions of the game to be highly acceptable: youth thought the game was interesting [mean (standard deviation, SD) = 4.8/5 (0.4)]; liked playing games about HIV-related behaviors [mean (SD) = 4.8/5 (0.5)]; and would share the game to help friends get tested for HIV [mean = 4.6/5 (0.8)]. Conclusions: This study suggests that a digital game to improve HIV testing is acceptable among youth. An efficacy trial is planned to determine the impact of the game on improving HIV testing.

Entities:  

Keywords:  Adolescents; HIV; Technology; Testing; Videogames; Youth

Mesh:

Year:  2019        PMID: 31560218      PMCID: PMC7038573          DOI: 10.1089/g4h.2018.0162

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


  28 in total

Review 1.  Health and digital gaming: the benefits of a community of practice.

Authors:  Gareth Schott; Darrin Hodgetts
Journal:  J Health Psychol       Date:  2006-03

Review 2.  The future of digital games for HIV prevention and care.

Authors:  Lisa B Hightow-Weidman; Kathryn E Muessig; José A Bauermeister; Sara LeGrand; Lynn E Fiellin
Journal:  Curr Opin HIV AIDS       Date:  2017-09       Impact factor: 4.283

3.  Life skills: evaluation of a theory-driven behavioral HIV prevention intervention for young transgender women.

Authors:  Robert Garofalo; Amy K Johnson; Lisa M Kuhns; Christopher Cotten; Heather Joseph; Andrew Margolis
Journal:  J Urban Health       Date:  2012-06       Impact factor: 3.671

4.  Implementation of and barriers to routine HIV screening for adolescents.

Authors:  Timothy D Minniear; Barry Gilmore; Sandra R Arnold; Patricia M Flynn; Katherine M Knapp; Aditya H Gaur
Journal:  Pediatrics       Date:  2009-09-14       Impact factor: 7.124

5.  Factors affecting acceptance of routine human immunodeficiency virus screening by adolescents in pediatric emergency departments.

Authors:  Natella Rakhmanina; Nicole Messenger; Gregory Phillips; Stephen Teach; Sephora Morrison; Jaclyn Hern; Jun Payne; Kavitha Ganesan; Amanda D Castel
Journal:  J Adolesc Health       Date:  2013-09-20       Impact factor: 5.012

Review 6.  Effective approaches for programming to reduce adolescent vulnerability to HIV infection, HIV risk, and HIV-related morbidity and mortality: a systematic review of systematic reviews.

Authors:  Sue Napierala Mavedzenge; Ellen Luecke; David A Ross
Journal:  J Acquir Immune Defic Syndr       Date:  2014-07-01       Impact factor: 3.731

7.  Vital signs: HIV infection, testing, and risk behaviors among youths - United States.

Authors: 
Journal:  MMWR Morb Mortal Wkly Rep       Date:  2012-11-30       Impact factor: 17.586

8.  HIV testing and linkage to services for youth.

Authors:  Ann E Kurth; Michelle A Lally; Augustine T Choko; Irene W Inwani; J Dennis Fortenberry
Journal:  J Int AIDS Soc       Date:  2015-02-26       Impact factor: 5.396

9.  An Intervention Using Gamification to Increase Human Immunodeficiency Virus and Sexually Transmitted Infection Screening Among Young Men Who Have Sex With Men in California: Rationale and Design of Stick To It.

Authors:  Christopher M Mejia; Daniel Acland; Raluca Buzdugan; Reva Grimball; Lauren Natoli; Mark R McGrath; Jeffrey D Klausner; Sandra I McCoy
Journal:  JMIR Res Protoc       Date:  2017-07-17

10.  Evaluation of a Web-based social network electronic game in enhancing mental health literacy for young people.

Authors:  Tim M H Li; Michael Chau; Paul W C Wong; Eliza S Y Lai; Paul S F Yip
Journal:  J Med Internet Res       Date:  2013-05-15       Impact factor: 5.428

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  2 in total

1.  A Digital Gaming Intervention to Improve HIV Testing for Adolescents and Young Adults: Protocol for Development and a Pilot Randomized Controlled Trial.

Authors:  Amanda D Castel; Brittany Wilbourn; Connie Trexler; Lawrence D D'Angelo; Daniel Greenberg
Journal:  JMIR Res Protoc       Date:  2021-06-24

2.  Barriers and Facilitators to HIV Testing Among Adolescents and Young Adults in Washington, District of Columbia: Formative Research to Inform the Development of an mHealth Intervention.

Authors:  Brittany Wilbourn; Tyriesa Howard-Howell; Amanda Castel; Lawrence D'Angelo; Constance Trexler; Rashida Carr; Daniel Greenberg
Journal:  JMIR Form Res       Date:  2022-03-11
  2 in total

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