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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jun 18, 2020
Date Accepted: Sep 22, 2020

The final, peer-reviewed published version of this preprint can be found here:

Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study

Darville G, Burns J, Chavanduka T, Anderson - Lewis C

Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study

JMIR Serious Games 2021;9(1):e21303

DOI: 10.2196/21303

PMID: 33480856

PMCID: 7864767

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Digital Gaming Interventions: Utilizing Theories and Evaluation to Increase HPV Vaccination among Young Males

  • Gabrielle Darville; 
  • Jade Burns; 
  • Tanaka Chavanduka; 
  • Charkarra Anderson - Lewis

ABSTRACT

Background:

The Human Papillomavirus (HPV) is the most common sexually transmitted infection in the US. HPV attributes to most cancers including anal, oral, cervical and penile. Despite infection rates in the United States recommendations and communication campaigns have traditionally focused on females. Because of this, males lack knowledge of reasons for vaccination, the benefits of being vaccinated and their risks overall. Gaming as a health education strategy can be beneficial for this key demographic because of the popularity and gaming mechanism that can promote behavior change.

Objective:

This study sought to explore the relationship between gamification and HPV vaccine uptake.

Methods:

In total twenty two (n=22) interviews were conducted with experts in the fields of cancer prevention, sexual and reproductive health, public health, game design, technology and health communication on how a game should be developed to increase HPV vaccination rates among males.

Results:

Overwhelmingly theoretical models such as the health belief model (HBM) were identified with key constructs such as self-efficacy and risk perception. Experts also suggested using intervention mapping and logic models as planning tools for health promotion interventions utilizing a digital game as a medium. Lastly, in game and out of game measures were discussed as assessments for quality and impact by our expert panel.

Conclusions:

This study shows that interventions should focus on whether greater utilization of serious games and the incorporation of theory and standardized methods can impact the need of young men to vaccinate and complete the series of the HPV vaccine.


 Citation

Please cite as:

Darville G, Burns J, Chavanduka T, Anderson - Lewis C

Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study

JMIR Serious Games 2021;9(1):e21303

DOI: 10.2196/21303

PMID: 33480856

PMCID: 7864767

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