Literature DB >> 32632366

Hot, horny and healthy-online intervention to incentivize HIV and sexually transmitted infections (STI) testing among young Mexican MSM: a feasibility study.

Zafiro Andrade-Romo1, Laura Chavira-Razo1, Raluca Buzdugan2, Elena Bertozzi3, Sergio Bautista-Arredondo1,2.   

Abstract

BACKGROUND: Encouraging Mexican men who have sex with men (MSM) to learn about and get tested for human immunodeficiency virus (HIV) is essential not only to initiate early treatment and reduce complications related to acquired immune deficiency syndrome (AIDS) but also to avoid new infections. HIV testing for MSM in Mexico remains a challenge, in part because of the stigma and discrimination they face in their daily lives and perceived discrimination in health care services. Thus, innovative approaches are needed to increase the uptake of health prevention services among this population. Games for health and gamification are now established approaches to achieving desired behavior change. Gamified interventions have been successfully deployed in various health domains, including HIV awareness, treatment, and prevention. The aim of this 2015 study was to develop a phone-based game and linked online platform with gamification elements to incentivize HIV and sexually transmitted infections (STI) testing, normalize asking partners about serostatus, and increase HIV and STI knowledge among young Mexican MSM. This paper describes its implementation process and feasibility assessment.
METHODS: The study consisted of three phases. The first phase was the formative research, which consisted of 6 focus groups and rapid prototyping to determine the most effective and appropriate design for the intervention. The second phase consisted of piloting and implementing the intervention over five weeks among 62 MSM, aged between 18 and 35 years old. Lastly, we assessed the feasibility of the intervention over three dimensions: acceptability, demand, and implementation. We conducted ten semi-structured interviews with participants and used a mixed-methods approach, including qualitative and quantitative evaluation methods.
RESULTS: Overall, the conceptual components of the intervention were perceived as acceptable, which leads us to believe that the formative phase captured our participants' needs and perceptions. However, we underestimated the complexity of the technical challenges involved. Participants' high standards and expectations of an interactive product based on their experience with industrially produced games impacted their patterns of use. Nevertheless, they perceived the platform as a good-quality information source. Gamification elements such as badges, points, and prizes were perceived as fun, exciting, and motivating, and 71% of participants engaged in at least one activity to earn points.
CONCLUSIONS: A game-based intervention, coupled with an online platform that incorporates gamification elements to motivate HIV and STI testing in young Mexican MSM is feasible. Successfully scaling such an intervention to a broader audience would require reducing the complexity of the intervention, working with a local technical partner to develop and implement a more efficient platform, improving the quality of the graphics, and a re-design of the point system. 2020 mHealth. All rights reserved.

Entities:  

Keywords:  Human immunodeficiency virus (HIV); gamification; men who have sex with men (MSM); sexually transmitted infections (STI); testing

Year:  2020        PMID: 32632366      PMCID: PMC7327285          DOI: 10.21037/mhealth.2020.03.01

Source DB:  PubMed          Journal:  Mhealth        ISSN: 2306-9740


  15 in total

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Authors:  Chris Beyrer; Patrick Sullivan; Jorge Sanchez; Stefan D Baral; Chris Collins; Andrea L Wirtz; Dennis Altman; Gift Trapence; Kenneth Mayer
Journal:  AIDS       Date:  2013-11-13       Impact factor: 4.177

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

Review 3.  The global epidemic of HIV infection among men who have sex with men.

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Journal:  Curr Opin HIV AIDS       Date:  2009-07       Impact factor: 4.283

4.  Feasibility, acceptability and preliminary efficacy of an online peer-to-peer social support ART adherence intervention.

Authors:  Keith J Horvath; J Michael Oakes; B R Simon Rosser; Gene Danilenko; Heather Vezina; K Rivet Amico; Mark L Williams; Jane Simoni
Journal:  AIDS Behav       Date:  2013-07

5.  How we design feasibility studies.

Authors:  Deborah J Bowen; Matthew Kreuter; Bonnie Spring; Ludmila Cofta-Woerpel; Laura Linnan; Diane Weiner; Suzanne Bakken; Cecilia Patrick Kaplan; Linda Squiers; Cecilia Fabrizio; Maria Fernandez
Journal:  Am J Prev Med       Date:  2009-05       Impact factor: 5.043

6.  Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men.

Authors:  Sara LeGrand; Kathryn Elizabeth Muessig; Tobias McNulty; Karina Soni; Kelly Knudtson; Alex Lemann; Nkechinyere Nwoko; Lisa B Hightow-Weidman
Journal:  JMIR Serious Games       Date:  2016-05-13       Impact factor: 4.143

7.  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

8.  Epic Allies, a Gamified Mobile Phone App to Improve Engagement in Care, Antiretroviral Uptake, and Adherence Among Young Men Who Have Sex With Men and Young Transgender Women Who Have Sex With Men: Protocol for a Randomized Controlled Trial.

Authors:  Sara LeGrand; Kathryn E Muessig; Alyssa Platt; Karina Soni; Joseph R Egger; Nkechinyere Nwoko; Tobias McNulty; Lisa B Hightow-Weidman
Journal:  JMIR Res Protoc       Date:  2018-04-05

9.  Stick To It: pilot study results of an intervention using gamification to increase HIV screening among young men who have sex with men in California.

Authors:  Sandra I McCoy; Raluca Buzdugan; Reva Grimball; Lauren Natoli; Christopher M Mejia; Jeffrey D Klausner; Mark R McGrath
Journal:  Mhealth       Date:  2018-09-25

10.  Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study.

Authors:  Joseph A Cafazzo; Mark Casselman; Nathaniel Hamming; Debra K Katzman; Mark R Palmert
Journal:  J Med Internet Res       Date:  2012-05-08       Impact factor: 5.428

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1.  User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial.

Authors:  Tsz Ho Kwan; Denise Pui Chung Chan; Shui Shan Lee
Journal:  JMIR Serious Games       Date:  2022-06-22       Impact factor: 3.364

2.  AIDS fighter health defense: protocol for a randomized controlled trial to test a game-based intervention to improve adolescents' AIDS prevention ability.

Authors:  Jian Tang; Yanhua Chen; Xingli Yu; Jianlan Ren; Mei Li; Yue Luo; Hong Xie; Jing Wen
Journal:  BMC Infect Dis       Date:  2021-05-22       Impact factor: 3.090

3.  Examining Geographical Differences in the HIV Care Continuum Among Men Who Have Sex with Men in Mexico.

Authors:  Angel B Algarin; Marisol Valenzuela Lara; Johanna Chapin-Bardales; Ricardo Baruch-Dominguez; Travis H Sanchez; Mauricio Hernandez-Avila; Laramie R Smith
Journal:  AIDS Behav       Date:  2022-09-26
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