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A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial

机译:基于智能手机游戏的干预(Tumaini)预防非洲年轻人中的HIV:随机对照试验

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Background There is a pressing need to ensure that youth in high HIV prevalence settings are prepared for a safer sexual debut. Smartphone ownership is increasing dramatically in low-income and middle-income countries. Smartphone games that are appropriately grounded in behavioral theory and evidence-based practice have the potential to become valuable tools in youth HIV prevention efforts in Sub-Saharan Africa. Objective To pilot-test a theory-based, empirically grounded smartphone game for young Kenyans designed to increase age and condom use at first sex, aiming to establish directionality of effects on behavior change. Methods Tumaini (“hope for the future” in Swahili) is an interactive, narrative-based game grounded in social cognitive theory. A randomized controlled pilot study was conducted in Kisumu, Western Kenya, from April to June 2017 with 60 participants aged 11-14 (mean 12.7) years. Intervention arm participants (n=30) were provided with an Android smartphone with Tumaini installed on it and were instructed to play the game for at least 1 hour a day for 16 days; control arm participants (n=30) received no intervention. All participants completed a survey on behavioral mediators, delivered via an audio computer-assisted self-interview system at baseline (T1), post intervention (T2), and at 6 weeks postintervention (T3). The postintervention survey for intervention arm participants included questions eliciting feedback on the game. Intervention arm participants and their parents participated in 8 postintervention focus group discussions. Game log files were analyzed to calculate the length of exposure to the game. Behavioral survey data were analyzed using two-sample t tests to compare mean change from T1 to T2 and to T3 for intervention versus control arm participants. Descriptive statistics on game feedback questions were computed. Focus group transcripts were uploaded to MAXQDA software, where they were labeled with deductive and inductive codes. Data were analyzed thematically and compared across demographics. Results Intervention arm participants played Tumaini for a mean of approximately 27 hours. The intervention arm showed significant gains in sexual health-related knowledge and self-efficacy (both P .001), behavioral intention for risk-avoidance strategies and sexual risk communication ( P =.006), and overall survey scores ( P .001) compared with the control arm at T3. The postintervention survey revealed high subjective measures of the game’s value, relevance, and appeal. Focus groups identified a wide range of knowledge and skills the participants had gained, including setting goals and planning how to achieve them, which was perceived as a key motivator for avoiding or reducing risk. Conclusions The study supports the need for further research to assess the efficacy of the game-based intervention. If proven efficacious, smartphone games have the potential to dramatically increase the reach of culturally adapted behavioral interventions while ensuring fidelity to intervention design.
机译:背景技术迫切需要确保艾滋病毒高发地区的年轻人为更安全的性行为初见做好准备。在低收入和中等收入国家,智能手机的拥有量正在急剧增加。基于行为理论和循证实践的智能手机游戏有可能成为撒哈拉以南非洲青年艾滋病预防工作的宝贵工具。目的为年轻的肯尼亚人进行基于理论的,基于经验的智能手机游戏的试点测试,旨在提高年龄和首次使用安全套的目的,旨在确定行为改变的方向性。方法Tumaini(斯瓦希里语中的“希望未来”)是一种基于社会认知理论的交互式叙事游戏。 2017年4月至6月,在肯尼亚西部的基苏木进行了一项随机对照试验研究,有60名11-14岁(平均12.7岁)的参与者参加。干预小组参与者(n = 30)获得了安装了Tumaini的Android智能手机,并被要求每天玩游戏至少1个小时,共16天;对照组的参与者(n = 30)未接受干预。所有参与者完成了关于行为中介者的调查,通过音频计算机辅助自我访谈系统在基线(T1),干预后(T2)和干预后6周(T3)进行了调查。针对干预小组参与者的干预后调查包括引发对游戏反馈的问题。干预小组参与者及其父母参加了8次干预后焦点小组讨论。分析游戏日志文件以计算游戏暴露时间。使用两样本t检验分析行为调查数据,比较干预组和对照组参与者从T1到T2和T3的平均变化。计算有关游戏反馈问题的描述性统计数据。焦点小组的成绩单被上传到MAXQDA软件,并在上面用演绎和归纳代码标记。对数据进行了主题分析,并比较了各个人口统计特点。结果干预小组的参与者平均玩了大约27个小时的Tumaini。干预部门在与性健康相关的知识和自我效能(均P <.001),规避风险策略和性风险沟通的行为意图(P = .006)以及总体调查得分(P <。 001)与T3上的控制臂进行比较。干预后的调查显示,该游戏的价值,相关性和吸引力具有高度主观的衡量指标。焦点小组确定了参与者获得的广泛知识和技能,包括设定目标和计划如何实现这些目标,这被认为是避免或降低风险的主要动力。结论该研究支持需要进行进一步研究以评估基于游戏的干预措施的有效性。如果被证明有效,智能手机游戏将有可能极大地增加适应文化习惯的行为干预的范围,同时确保对干预设计的忠诚度。

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