Evidence map›Paper›PMID 28692490›Full record

ReviewCurrent opinion in HIV and AIDS2017

The future of digital games for HIV prevention and care.

Lisa B Hightow-Weidman, Kathryn E Muessig, José A Bauermeister, Sara LeGrand, Lynn E Fiellin

Abstract readReview
In one paragraph

Review in Current opinion in HIV and AIDS, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 48 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
48citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

48 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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  13. An Evidence-Based Approach to Facilitating PrEP Initiation Among YMSM: The MyPEEPS Plus mHealth and E-Peer Navigation Intervention.AIDS education and prevention : official publication of the International Society for AIDS Education · 2026
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Lisa B Hightow-WeidmanaInstitute for Global Health and Infectious Diseases, The University of North Carolina at Chapel Hill bDepartment of Health Behavior, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill cCenter for Health Policy and Inequalities Research, Duke Global Health Institute, Duke University, Durham, North Carolina dDepartment of Family and Community Health; School of Nursing - University of Pennsylvania, Philadelphia, Pennsylvania eYale University School of Medicine, New Haven Connecticut, USA.
Kathryn E Muessig
José A Bauermeister
Sara LeGrand
Lynn E Fiellin

Funding

The UNC/Emory Center for Innovative Technology (iTech) across the prevention and care continuumU19HD089881 · NICHD · UNIV OF NORTH CAROLINA CHAPEL HILL · PI HIGHTOW-WEIDMAN, LISA B, SULLIVAN, PATRICK SEAN · 2016 to 2022
$35.8M
Treatment Development & Evaluation CoreP30DA029926 · NIDA · DARTMOUTH COLLEGE · PI Lisa A. Marsch · 2011 to 2026
$21.5M
NICHD NIH HHS U19 HD089881NIDA NIH HHS P30 DA029926
6 · The paper itself

Abstract

purpose of reviewAlthough there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field. RECENT

findingsA review of recently published (1 January 2016-31 March 2017) or presented abstracts (2016) identified a paucity of technology-based interventions that included gamification elements or any terms associated with videogames or gameplay. A larger portfolio of digital gaming interventions is in the pipeline. SUMMARY: Use of digital games that include elements of gamification or consist of standalone videogames or virtual-reality-based games, represent a promising intervention strategy to address the HIV prevention and care continuum, especially among youth. Our review demonstrates that there is significant room for growth in this area in designing, developing, testing and most importantly, implementation and dissemination these novel interventions.

Indexed as

Continuity of Patient CareVideo GamesHealth PromotionHIV InfectionsHumansMobile Applications

Identifiers

PMID28692490
PMCPMC5651998

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.