2021
DOI: 10.1007/s10461-021-03222-y
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Epic Allies: A Gamified Mobile App to Improve Engagement in HIV Care and Antiretroviral Adherence among Young Men Who have Sex with Men

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Cited by 19 publications
(13 citation statements)
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“…In addition, a secondary reference search was performed, yielding 1 more relevant record. Consequently, a total of 26 articles were included in the qualitative analysis [ 13 24-48 undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined ]. Furthermore, of the 26 articles, 6 RCTs were chosen for the meta-analysis [ 24 29 30 32 33 39 ].…”
Section: Resultsmentioning
confidence: 99%
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“…In addition, a secondary reference search was performed, yielding 1 more relevant record. Consequently, a total of 26 articles were included in the qualitative analysis [ 13 24-48 undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined undefined ]. Furthermore, of the 26 articles, 6 RCTs were chosen for the meta-analysis [ 24 29 30 32 33 39 ].…”
Section: Resultsmentioning
confidence: 99%
“…An overview of the different risks of bias in each study is presented in Tables S4-1 and S4-2 in Multimedia Appendix 3 [ 13 24 25 28-30 32-36 39 42 43 45 48 undefined undefined undefined undefined undefined undefined ]. The weighted Cohen κ coefficient was 0.88, suggesting good agreement between raters [ 53 ].…”
Section: Resultsmentioning
confidence: 99%
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“…A previous study found that a gamified mobile app could improve HIV knowledge and confidence in adherence to HIV medications among these individuals [ 11 ]. The positive effect of gamification was markedly higher in regular users [ 12 ]. With rewards like badges, credit points, and actual prizes, and social elements, such as leader boards, the elements in the gamified experience were not just acceptable to MSM, but could also motivate them to engage in promotional activities [ 13 ].…”
Section: Introductionmentioning
confidence: 99%