Evidence map›Paper›PMID 35928509›Full record

ArticlemHealth2022

mHealth video gaming for human papillomavirus vaccination among college men-qualitative inquiry for development.

Gabrielle Darville-Sanders, Charkarra Anderson-Lewis, Michael Stellefson, Yu Hao Lee, Jann MacInnes, R Morgan Pigg, Rebeccah Mercado, Cheryl Gaddis

Open access · diamondAbstract read
In one paragraph

Article in mHealth, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
4.5field-weighted citation impact, top 5% of its field
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

2 citing papers in PubMed, 3 citations in OpenAlex.

  1. Review
  2. Article
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

8 authors at 5 institutions in 1 country.

Gabrielle Darville-SandersDepartment of Public Health, Mercer University, Macon, GA, USA.
Charkarra Anderson-LewisCollege of Nursing and Health Professions, The University of Southern Mississippi, Hattiesburg, MS, USA.
Michael StellefsonDepartment of Health Science, College of Human Environmental Sciences, The University of Alabama, Tuscaloosa, AL, USA.
Yu Hao LeeDepartment of Media Production, Management and Technology, College of Journalism and Communications, The University of Florida, Gainesville, FL, USA.
Jann MacInnesDepartment of Research and Evaluation Methodology, College of Education, The University of Florida, Gainesville, FL, USA.
R Morgan PiggProfessor Emeritus, Department of Health Education & Behavior, College of Health and Human Performance, The University of Florida, Gainesville, FL, USA.
Rebeccah MercadoCollege of Medicine, The University of Florida, Gainesville, FL, USA.
Cheryl GaddisDepartment of Public Health, Mercer University, Atlanta, GA, USA.
University of Florida · USMercer University · USMercer University Health Sciences Center · USUniversity of Alabama · USUniversity of Southern Mississippi · US

Funding

UF Clinical and Translational Science AwardUL1TR000064 · NCATS · UNIVERSITY OF FLORIDA · PI NELSON, DAVID R · 2012 to 2014
$12.2M
NCATS NIH HHS UL1 TR000064
6 · The paper itself

Abstract

Background: Human papillomavirus (HPV) is the most common sexually transmitted infection in the United States. Persistent infection with HPV can cause various cancers; however, HPV vaccination can prevent infections associated with high risk, cancerous strains of the virus. As it relates to HPV, college age men have been identified as one of the catch-up vaccination groups. Among college age men, gaming is an extremely popular extracurricular activity. Further, video games have emerged as a popular public health intervention tool. Therefore, this study aims to collect qualitative data on how to develop, implement and evaluate the effectiveness of a gaming intervention to increase HPV risk perceptions, improve self-efficacy and increase intention to receive the HPV vaccine among male college students (18-26 years old). Methods: Four focus group sessions ranging from eight to ten individuals were conducted among male college students from one large research-intensive university in the South. Using grounded theory, data from focus group interviews were coded using NVivo software to identify emergent themes. Results: Participants emphasized that although customization was not viewed as important by college aged males, the ability to tailor in game experiences or experience different things each time they played (creative freedom) was more important. They encouraged that the digital game be created on a mobile platform, incorporate health messages, and be informative to reach their population. Furthermore, they suggested innovative way to disseminate the game, which included having health department/health care providers prescribe the game to patients as an end of clinical interaction strategy. Conclusions: College age men, are natural avid gamers, enjoy game play, and can engage in learning online or offline. While platform preference varies among gamer type, college age men in our study emphasized that mobile based gaming is the most advantageous way to increase knowledge/awareness and encourage positive in game behavior which can impact out of game behaviors such as vaccination. Because of the level of access and natural disposition of mHealth technology seen as an "extension of the self", games for health developers should consider the mobile platform as the ideal for the target demographic.

Indexed as

college-age mengamingHuman papillomavirus (HPV)mHealthvaccination

Identifiers

PMID35928509
PMCPMC9343976
OpenAlexW4285525866

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.