2018
DOI: 10.2196/mhealth.8155
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A Mobile Gaming Intervention to Increase Adherence to Antiretroviral Treatment for Youth Living With HIV: Development Guided by the Information, Motivation, and Behavioral Skills Model

Abstract: BackgroundHighly active combination antiretroviral treatment has been shown to markedly improve the health of HIV-infected adolescents and young adults. Adherence to antiretroviral treatment leads to decreased morbidity and mortality and decreases the number of hospitalizations. However, these clinical achievements can only occur when young persons with HIV are adherent to care. Unfortunately, adolescents and young adults have poorer rates of adherence to antiretroviral medications and poorer rates of retentio… Show more

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Cited by 47 publications
(45 citation statements)
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“…Hightow-Weidman et al specified only that "gamification" was the foundation of their YouTHrive intervention. Upon further investigation, we found that the IMB model was the framework for developing the gaming techniques for YouTHRive (Whiteley et al, 2018). We summarized findings in Table 3.…”
Section: Findings: Research Questionmentioning
confidence: 98%
See 1 more Smart Citation
“…Hightow-Weidman et al specified only that "gamification" was the foundation of their YouTHrive intervention. Upon further investigation, we found that the IMB model was the framework for developing the gaming techniques for YouTHRive (Whiteley et al, 2018). We summarized findings in Table 3.…”
Section: Findings: Research Questionmentioning
confidence: 98%
“…The antecedents to health behavior change in IMB are being welland accurately-informed, being motivated personally and socially to engage in the behavior, and having the appropriate skills and level of self-efficacy to apply the change(s) (Fisher et al, 2009). The IMB model, consistent with the social learning theory, is broadly applicable model, which has been used to develop and create theoretically-based gaming content (Whiteley et al, 2018).…”
Section: Intervention Theories Models and Frameworkmentioning
confidence: 99%
“…In recent years, different types of video games, including computer games [ 16 , 17 ], mobile games [ 18 ], serious games [ 19 - 23 ], and virtual reality [ 24 - 26 ], have been created as adjunctive treatments for various illnesses and they have resulted in desirable outcomes. Scholars suggest that video gaming is a novel intervention for social reconstruction and skills training in people with mental illness [ 16 , 19 , 21 , 27 ].…”
Section: Introductionmentioning
confidence: 99%
“…16 There are several variations to mHealth interventions, including short messaging service (SMS) reminders, gaming applications (apps) and interactive mobile apps. A mobile app study conducted in New England found improved motivation in taking antiretroviral therapy, 17 while a MedMinder pill counter that generates automated SMS to adolescents found that there was a significant increase in CD4 counts. 18…”
Section: Introductionmentioning
confidence: 99%