2020
DOI: 10.1089/g4h.2018.0162
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Development, Refinement, and Acceptability of Digital Gaming to Improve HIV Testing Among Adolescents and Young Adults at Risk for HIV

Abstract: Objective: Adolescents and young adults (AYAs) account for >20% of new HIV diagnoses in the United States, yet >50% are unaware of their infection. Digital gaming is widespread among youth and has proven efficacious in other disease areas; thus, we sought to determine whether a life-and-dating simulation game to increase HIV testing would be acceptable among AYAs. Materials and Methods: Focus groups and surveys were administered to health care providers and AYAs in Washington, DC. AYAs were shown a life-and-da… Show more

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Cited by 5 publications
(6 citation statements)
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“…The study was conducted as part of a larger study to determine the acceptability of using a life-and-dating simulation game to increase HIV testing among AYA; the methods have been described elsewhere [ 43 ]. The game will allow AYA to play characters that are similar to, or different from, their gender identity.…”
Section: Methodsmentioning
confidence: 99%
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“…The study was conducted as part of a larger study to determine the acceptability of using a life-and-dating simulation game to increase HIV testing among AYA; the methods have been described elsewhere [ 43 ]. The game will allow AYA to play characters that are similar to, or different from, their gender identity.…”
Section: Methodsmentioning
confidence: 99%
“…From February 2017 to December 2017, HIV-negative or status-unknown AYA aged 13-24 years who were living in the DC metro area were recruited from an adolescent health center during routine visits, 2 community-based organizations, and a youth advisory council [ 43 ]. Recruitment was primarily facilitated by CT, a female researcher.…”
Section: Methodsmentioning
confidence: 99%
“…The life-simulation game prototype for smartphones (iOS and Android), tablets, and the web was developed in a phase 1 Small Business Innovation Research study [ 33 ] and shows an AYAs’ HIV risk based on their sexual choices in the game. Several areas for modification were identified in the phase 1 study, including the incorporation of a customizable avatar; the development of additional activities, locations, and dating scenarios; incorporation of data analytics features to collect game and paradata; and access to a PrEP provider locator.…”
Section: Methodsmentioning
confidence: 99%
“…This credibility is necessary for the consequences of their sexual choices to be meaningful and impactful. When the player’s flirtations succeed, a screen appears with their chosen partner and a range of sexual choices based on the sex of the player and their partner [ 33 ]. For each sexual act selected, the player is prompted to decide whether to use condoms.…”
Section: Methodsmentioning
confidence: 99%
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