ArticleJMIR serious games2018
Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability.
Article in JMIR serious games, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 22 papers.
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Who cites it
22 citing papers in PubMed, 39 citations in OpenAlex.
- Article
- Feasibility of smartphone-enabled asynchronous video directly observed therapy to improve viral suppression outcomes among HIV unsuppressed children and adolescents in Kenya.BMC infectious diseases · 2025Article
- Implementation Strategies for Digital HIV Prevention and Care Interventions for Youth: A Scoping Review.Current HIV/AIDS reports · 2025Article
- Pervasive Games for Sexual Health Promotion: Scoping Literature Review.JMIR serious games · 2025Review
- User Experience and Acceptability of a Digital Educational Game for Self-Management Health Education Among People Living with HIV.Patient preference and adherence · 2025Article
- A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation.JMIR serious games · 2022Article
- Evaluation of the Implementation and Effectiveness of a Mobile Health Intervention to Improve Outcomes for People With HIV in the Washington, DC Cohort: Study Protocol for a Cluster Randomized Controlled Trial.JMIR research protocols · 2022Article
- Barriers and Facilitators to HIV Testing Among Adolescents and Young Adults in Washington, District of Columbia: Formative Research to Inform the Development of an mHealth Intervention.JMIR formative research · 2022Article
- Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial.JMIR serious games · 2022Article
- Effect of a ward-based outreach team and adherence game on retention and viral load suppression.Southern African journal of HIV medicine · 2022Article
- A Smartphone App to Support Adherence to Inhaled Corticosteroids in Young Adults With Asthma: Multi-Methods Feasibility Study.JMIR formative research · 2021Article
- A Digital Gaming Intervention to Improve HIV Testing for Adolescents and Young Adults: Protocol for Development and a Pilot Randomized Controlled Trial.JMIR research protocols · 2021Article
- Adolescents and young adults with early acquired HIV infection in the united states: unique challenges in treatment and secondary prevention.Expert review of anti-infective therapy · 2021Review
- Electronic Games for Facilitating Social Interaction Between Parents With Cancer and Their Children During Hospitalization: Interdisciplinary Game Development.JMIR serious games · 2021Article
- mHealth Interventions to Promote Anti-Retroviral Adherence in HIV: Narrative Review.JMIR mHealth and uHealth · 2020Review
- Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study.JMIR serious games · 2020Article
- Using Social Media and Technology to Communicate in Pediatric HIV Research: Qualitative Study With Young Adults Living With or Exposed to Perinatal HIV.JMIR pediatrics and parenting · 2020Article
- Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review.JMIR serious games · 2020Review
- Using an Electronic Medication Event-Monitoring System for Antiretroviral Therapy Self-Management Among African American Women Living With HIV in Rural Florida: Cohort Study.JMIR formative research · 2020Article
- Development, Refinement, and Acceptability of Digital Gaming to Improve HIV Testing Among Adolescents and Young Adults at Risk for HIV.Games for health journal · 2020Article
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Authors and funding
11 authors at 6 institutions in 1 country.
Funding
Abstract
backgroundAn estimated 50% of adolescents and young adults (AYA) living with HIV are failing to adhere to prescribed antiretroviral treatment (ART). Digital games are effective in chronic disease management; however, research on gaming to improve ART adherence among AYA is limited.
objectiveWe assessed the feasibility and acceptability of video gaming to improve AYA ART adherence.
methodsFocus group discussions and surveys were administered to health care providers and AYA aged 13 to 24 years living with HIV at a pediatric HIV program in Washington, DC. During focus group discussions, AYA viewed demonstrations of 3 game prototypes linked to portable Wisepill medication dispensers. Content analysis strategies and thematic coding were used to identify adherence themes and gaming acceptance and feasibility. Likert scale and descriptive statistics were used to summarize response frequencies.
resultsProviders (n=10) identified common adherence barriers and strategies, including use of gaming analogies to improve AYA ART adherence. Providers supported exploration of digital gaming as an adherence intervention. In 6 focus group discussions, 12 AYA participants identified disclosure of HIV status and irregular daily schedules as major barriers to ART and use of alarms and pillboxes as reminders. Most AYA were very or somewhat likely to use the demonstrated game prototypes to help with ART adherence and desired challenging, individually tailored, user-friendly games with in-game incentives. Game prototypes were modified accordingly.
conclusionsAYA and their providers supported the use of digital games for ART adherence support. Individualization and in-game incentives were preferable and informed the design of an interactive technology-based adherence intervention among AYA living with HIV.
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