2020
DOI: 10.2196/14568
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Prevention of HIV and Other Sexually Transmitted Infections by Geofencing and Contextualized Messages With a Gamified App, UBESAFE: Design and Creation Study

Abstract: Background Advances in the development of information and communication technologies have facilitated social and sexual interrelationships, thanks to the websites and apps created to this end. However, these resources can also encourage sexual contacts without appropriate preventive measures in relation to HIV and other sexually transmitted infections (STIs). How can users be helped to benefit from the advantages of these apps while keeping in mind those preventive measures? … Show more

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Cited by 22 publications
(36 citation statements)
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“…As a result, they were not interested in the game elements used. Thus, it is highly encouraged to involve different stakeholders, including users themselves, during the design to take part in the designing process to grasp their ideas and preferences that work for them to bring about a positive outcome of the intervention (Besoain et al, 2020;Haruna et al, 2019aHaruna et al, , 2019b. In other words, serious gamified approaches need to be viewed as digital technology initiatives and innovative tools that can foster classroom learning as part of digital technology advancement for improving learning outcomes among students.…”
Section: Enhancing Instructional Outcomesmentioning
confidence: 99%
“…As a result, they were not interested in the game elements used. Thus, it is highly encouraged to involve different stakeholders, including users themselves, during the design to take part in the designing process to grasp their ideas and preferences that work for them to bring about a positive outcome of the intervention (Besoain et al, 2020;Haruna et al, 2019aHaruna et al, , 2019b. In other words, serious gamified approaches need to be viewed as digital technology initiatives and innovative tools that can foster classroom learning as part of digital technology advancement for improving learning outcomes among students.…”
Section: Enhancing Instructional Outcomesmentioning
confidence: 99%
“…Wiggins (2016) used digital or non-digital games or simulations for graded assessments. Yildirim (2017) measured the effects of gamification-based teaching practices on student achievement and their attitudes ÀExtraverts tend to be motivated by points, levels and leader boards presented through gamification ÀPeople with high levels of imagination/openness are less likely to be motivated by Avatars Besoain et al (2020) This study aimed to prevent sexually transmitted diseases by helping users to remember preventive measures in the risky situations…”
Section: Argument Qualitymentioning
confidence: 99%
“…More personally relevant messages were identified as more effective regarding learning (Dinoff and Kowalski, 1999;Nour et al, 2018). Message content could be further improved through game scoring methods (Besoain et al, 2020;Jia et al, 2016;Sailer et al, 2017;Tikka et al, 2018). Rhetoric patterns of the message were also identified as an effective sensory element (Ferrara, 2013;Llagostera, 2012).…”
Section: Message Contentmentioning
confidence: 99%
“…The new generation of smart applications with location-based service (LBSs) are part of our daily lives. They help us to get the best route to our work place using crowdsourced information [ 10 ], find a restaurant based on our preferences [ 11 ] or, even, remember preventive measures in risky situations for our health [ 12 ]. Undoubtedly, precise positioning plays a key role in LBS.…”
Section: Introductionmentioning
confidence: 99%