2017
DOI: 10.17269/cjph.108.5634
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“Testing is Healthy” TimePlay campaign: Evaluation of sexual health promotion gamification intervention targeting young adults

Abstract: OBJECTIVES:The objectives of the study were to 1) describe the implementation of the "Testing is Healthy" campaign in four locations in British Columbia (BC) and 2) report process evaluation indicators for the campaign.PARTICIPANTS: Young adults ages 20-29 years, the age group with the highest reported rates of chlamydia and gonorrhea in BC.SETTINGS: Movie theatres located in Langley, Burnaby, Coquitlam and Surrey, which are communities served by the Fraser Health Authority (FHA) in BC. INTERVENTION:The FHA la… Show more

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Cited by 12 publications
(21 citation statements)
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“…For example, study [ 46 ] reports game mechanics as effective in minimizing sexual and relationship violence among adolescents. Another empirical study [ 47 ] demonstrates that the elements of gaming have significant effects on STIs and on an HIV campaign that reached a large population of young adults. Although gamification has shown great potential in sexual health education, little is publicly known about its application and effectiveness in the study context (limited-resource countries).…”
Section: Introductionmentioning
confidence: 99%
“…For example, study [ 46 ] reports game mechanics as effective in minimizing sexual and relationship violence among adolescents. Another empirical study [ 47 ] demonstrates that the elements of gaming have significant effects on STIs and on an HIV campaign that reached a large population of young adults. Although gamification has shown great potential in sexual health education, little is publicly known about its application and effectiveness in the study context (limited-resource countries).…”
Section: Introductionmentioning
confidence: 99%
“…Generally, there has been a rapid increase in the use of digital health gamified learning platforms to support and promote adolescent sexual well-being (Chu et al , 2015; Fiellin et al , 2017; Zhang et al , 2017). Digital games for sexual health education increase engagement and make the learning environment more interactive.…”
Section: Introductionmentioning
confidence: 99%
“…3 Alcance corresponde ao número de pessoas que entraram em contato com a campanha/tamanho da população de um nicho particular x 100 (Olejniczak & Tomorad, 2015). 4 De acordo com Zhang et al (2017), a Gamificação consiste no uso de jogos para fins de recompensas, competição e interatividade. 5 grp (gross rating points) -"É o indicador de intensidade de uma campanha publicitária, também conhecido como indicador de penetração publicitária, mostra o número total de contatos com um anúncio em relação a um por cento da audiência que recebeu a mensagem" (Olejniczak & Tomorad, 2015, p. 28)-.…”
Section: Figura 1 Etapas Da Revisão Integrativaunclassified
“…Zhang et al, 2017;Miola & Marques, 2019) apontaram que não existe uma fórmula exata para averiguar este indicador. Ainda assim, cada um dos estudos definiu os seus próprios critérios para investigar se a campanha cumpriu o seu papel comunicacional com eficácia, ou não.…”
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