2021
DOI: 10.3389/frph.2021.656507
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PEERNaija: A Gamified mHealth Behavioral Intervention to Improve Adherence to Antiretroviral Treatment Among Adolescents and Young Adults in Nigeria

Abstract: Background: HIV is the leading cause of death for youth in Sub-Saharan Africa (SSA). The rapid proliferation of smart phones in SSA provides an opportunity to leverage novel approaches to promote adherence to life-saving antiretroviral therapy (ART) for adolescents and young adults living with HIV (AYA-HIV) that go beyond simple medication reminders.Methods: Guided by the Integrate, Design, Assess and Share (IDEAS) framework, our multidisciplinary team developed a peer-based mHealth ART adherence intervention—… Show more

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Cited by 12 publications
(15 citation statements)
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“…An additional Attractive nudge included allowing youth to set their own goals for medication adherence in Uganda, which increased the likelihood they met those targets. 36,46 Attractive nudges that are currently being planned and/or evaluated are gamification in phone-based apps targeting youth in Nigeria 39 and Ghana 40 as well as messaging to adults in South Africa highlighting altruism to improve continuity of treatment and re-engagement in care. 38…”
Section: Resultsmentioning
confidence: 99%
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“…An additional Attractive nudge included allowing youth to set their own goals for medication adherence in Uganda, which increased the likelihood they met those targets. 36,46 Attractive nudges that are currently being planned and/or evaluated are gamification in phone-based apps targeting youth in Nigeria 39 and Ghana 40 as well as messaging to adults in South Africa highlighting altruism to improve continuity of treatment and re-engagement in care. 38…”
Section: Resultsmentioning
confidence: 99%
“…These nudges include testing the fresh start effect (a Timely nudge) that uses a key date, such as the first of the month or the start of a season, to give someone a mental reset which can motivate them to change their behavior, especially around re-engagement in care. 58, 63, 64 Gamification and game-based text messaging is also being tested in various contexts, particularly with youth, 39, 40 to increase engagement in care and reduce interruptions in treatment. Gamification interventions tend to rely heavily on non-monetary rewards like “badges” and being able to advance to a higher level in an online or phone-based app, intermittent recognition, and they frequently use social comparison tools such as leaderboards.…”
Section: Discussionmentioning
confidence: 99%
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“…Participants may have little control over whether other group members may share information publicly [43]. None of the interventions used specially developed smartphone applications or gamification features, although these are being developed in Nigeria (PeerNinja) [53], Ghana (Game-based SMS adherence) [54] or ongoing in South Africa (MAsakhane Siphucule Impilo Yethu; Xhosa for "Let's empower each other and improve our health"/MASI) [55].…”
Section: Discussionmentioning
confidence: 99%
“…This paper addresses the gap of poor executive functioning, lack of social support and indirect clinical support, plus many more barriers to mHealth, through a development of antiretroviral therapy by embracing SCT (Ahonkhai et al, 2021). There has been a scarcity of healthcare professionals for text messaging intervention based on social cognitive theory; this work was user centric and evidence-guided, aimed at preventing postpartum smoking recurrence in women in inner cities (Wen et al, 2014).…”
Section: Introductionmentioning
confidence: 99%