2018
DOI: 10.2196/10213
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Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability

Abstract: BackgroundAn 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.ObjectiveWe assessed the feasibility and acceptability of video gaming to improve AYA ART adherence.MethodsFocus group discussions and surveys were administered to health care providers and AYA aged 13 to 24 years living with HIV at … Show more

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Cited by 32 publications
(28 citation statements)
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“…In the adult setting, eHealth tools have been developed for adult relatives [ 16 ] to improve their psychological well-being, but not to improve their interactions with the patient. It is known that web-based tools and games can be used to improve adolescents' and young adults’ adherence to vaccination programs and therapy [ 17 , 18 ]. It seems that eHealth tools can improve psychological outcomes [ 19 ].…”
Section: Discussionmentioning
confidence: 99%
“…In the adult setting, eHealth tools have been developed for adult relatives [ 16 ] to improve their psychological well-being, but not to improve their interactions with the patient. It is known that web-based tools and games can be used to improve adolescents' and young adults’ adherence to vaccination programs and therapy [ 17 , 18 ]. It seems that eHealth tools can improve psychological outcomes [ 19 ].…”
Section: Discussionmentioning
confidence: 99%
“…(24) Semelhante aos resultados apresentados, no qual os adolescentes avaliaram o website de forma positiva, com Indice de Validade de Conteúdo geral 0,94, em estudo realizado sobre desenvolvimento de jogos educativos para adesão ao tratamento de HIV, adolescentes e adultos jovens avaliaram a tecnologia educacional, forneceram comentários relevantes e demonstraram que a ampla utilização de recursos tecnológicos pode favorecer a promoção de saúde e prevenção de doenças em adolescentes. (34) Quanto ao ambiente, foi sinalizada a necessidade de adequação das páginas. Especificamente neste último critério, um adolescente discordou (índice de 0,80), apesar dos outros quatro participantes concordarem, e nenhum tema foi sugerido para ser abordado no website.…”
Section: Discussionunclassified
“…There is limited evidence available about the use of specific theoretical frameworks to guide the game development process for medication safety–focused games for youth [ 29 , 32 ]. A few serious games about medication adherence and education have incorporated varying degrees of theoretical frameworks in their game design and assessment, but these games focus more on medication adherence than education about medications and effects [ 21 , 30 - 33 ]. Serious games that adopted theory in their design used small sample sizes for testing efficacy and effectiveness; hence, positive outcomes were demonstrated by only a few of these studies [ 30 , 34 ].…”
Section: Introductionmentioning
confidence: 99%