Evidence map›Paper›PMID 40860600›Full record

ArticlePatient preference and adherence2025

User Experience and Acceptability of a Digital Educational Game for Self-Management Health Education Among People Living with HIV.

Min Tian, Longsheng Xie, Wei Wei, Yanhua Chen, Jian Tang

Abstract read
In one paragraph

Article in Patient preference and adherence, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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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

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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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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.

Min TianDepartment of Nursing, The Affiliated Hospital, Southwest Medical University, Luzhou, People's Republic of China.ORCID 0000-0003-1292-1256
Longsheng XieDepartment of Nephrology, The Affiliated Hospital, Southwest Medical University, Luzhou, People's Republic of China.
Wei WeiSchool of Nursing, Southwest Medical University, Luzhou, People's Republic of China.
Yanhua ChenDepartment of Nursing, The Affiliated Hospital, Southwest Medical University, Luzhou, People's Republic of China.
Jian TangDepartment of Infectious Diseases, The Affiliated Hospital, Southwest Medical University, Luzhou, People's Republic of China.ORCID 0000-0003-2262-9419

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: The self-management of people living with HIV plays a pivotal role in enhancing their health quality of life. However, the self-management practices within this population are suboptimal. Therefore, it is imperative to reinforce HIV self-management education interventions to improve self-management ability among people living with HIV. The advent of digital educational games presents an unparalleled opportunity for innovative educational methods. Objective: This study aimed to evaluate the user experience and acceptability of a digital educational game as a novel health education intervention to support self-management for people living with HIV. Methods: A mixed-method study with explanatory sequential design was conducted to evaluate the user experience and acceptability of a digital educational game for self-management health education among people living with HIV. Fifty people living with HIV participated in this study and completed a questionnaire to investigate their user experience after playing the game. Nine participants were interviewed face-to-face to evaluate the acceptability of the game. Categorical data are presented as percentages. Qualitative data were analyzed via thematic analysis. Results: The overall user evaluation of the "Cute Pet Butler" by the 50 participants (28 males and 22females with an average age of 33.64 years) was excellent or good at 90.91%, medium at 8.64%, and poor at 0.45%. The interviewees included 5 males and 4 females, with ages ranging from 23--51 years. After analyzing the interview data, the acceptability evaluation of the "Cute Pet Butler" with five themes were extracted, that are: perceived usefulness, perceived ease of use, positive user attitudes, the intention of game playing, and modification suggestions. Conclusion: Cute Pet Butler had a good user experience and acceptance among people living with HIV. These results support further evaluation of its effectiveness as a new method to improve self-management health education interventions for people living with HIV.

Indexed as

acceptabilitydigital educational gameshealth educationpeople living with HIVself-managementuser experience

Identifiers

PMID40860600
PMCPMC12375354

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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.