首页> 外文期刊>JMIR Research Protocols >An Intervention Using Gamification to Increase Human Immunodeficiency Virus and Sexually Transmitted Infection Screening Among Young Men Who Have Sex With Men in California: Rationale and Design of Stick To It
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An Intervention Using Gamification to Increase Human Immunodeficiency Virus and Sexually Transmitted Infection Screening Among Young Men Who Have Sex With Men in California: Rationale and Design of Stick To It

机译:在加利福尼亚州与男性发生性关系的年轻人中使用游戏化技术增加人免疫缺陷病毒和性传播感染筛查的干预措施:坚持的原则和设计

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Background In the United States, young men who have sex with men (YMSM) remain disproportionately affected by human immunodeficiency virus (HIV) and other sexually transmitted infections (STIs). Although routine HIV/STI screening is pivotal to the timely diagnosis of HIV and STIs, initiation of appropriate treatment, and reduced onward disease transmission, repeat screening is underused. Novel interventions that incorporate elements of games, an approach known as gamification, have the potential to increase routinization of HIV/STI screening among YMSM. Objective The study aims to test the hypothesis that an incentive-based intervention that incorporates elements of gamification can increase routine HIV/STI screening among YMSM in California. Methods The study consists of a formative research phase to develop the intervention and an implementation phase where the intervention is piloted in a controlled research setting. In the formative research phase, we use an iterative development process to design the intervention, including gathering information about the feasibility, acceptability, and expected effectiveness of potential game elements (eg, points, leaderboards, rewards). These activities include staff interviews, focus group discussions with members of the target population, and team meetings to strategize and develop the intervention. The final intervention is called Stick To It and consists of 3 components: (1) online enrollment, (2) Web-based activities consisting primarily of quizzes and a countdown “timer” to facilitate screening reminders, and (3) in-person activities that occur at 2 sexual health clinics. Participants earn points through the Web-based activities that are then redeemed for chances to win various prizes during clinic visits. The pilot study is a quasi-experimental study with a minimum of 60 intervention group participants recruited at the clinics, at community-based events, and online. We will compare outcomes in the intervention group with a historical control group consisting of individuals meeting the inclusion criteria who attended study clinics in the 12 months prior to intervention implementation. Eligible participants in the pilot study (1) are 18 to 26 years old, (2) were born or identify as male, 3) report male sexual partners, and 4) have a zip code of residence within defined areas in the vicinity of 1 of the 2 implementation sites. The primary outcome is repeat HIV/STI screening within 6 months. Results This is an ongoing research study with initial results expected in the fourth quarter of 2017. Conclusions We will develop and pilot test a gamification intervention to encourage YMSM to be regularly screened for HIV/STIs. The results from this research will provide preliminary evidence about the potential effectiveness of using gamification to amplify health-related behavioral change interventions. Further, the research aims to determine the processes that are essential to developing and implementing future health-related gamification interventions. Trial Registration Clinicaltrials.gov {"type":"clinical-trial","attrs":{"text":"NCT02946164","term_id":"NCT02946164"}} NCT02946164 ; https://clinicaltrials.gov/ct2/show/ {"type":"clinical-trial","attrs":{"text":"NCT02946164","term_id":"NCT02946164"}} NCT02946164 (Archived by WebCite at http://www.webcitation.org/6ri3G4HwD).
机译:背景技术在美国,与男性发生性关系的年轻人(YMSM)仍然受到人类免疫缺陷病毒(HIV)和其他性传播感染(STIs)的影响最大。尽管常规的HIV / STI筛查对于及时诊断HIV和STI,启动适当的治疗以及减少疾病的继续传播至关重要,但重复筛查的方法仍未得到充分利用。包含游戏元素的新颖干预措施(一种称为游戏化的方法)有可能增加YMSM中常规筛查HIV / STI的常规化。目的本研究旨在检验以下假说:基于激励的干预措施(包含游戏化元素)可以增加加利福尼亚州YMSM的常规HIV / STI筛查。方法该研究包括一个制定干预措施的形成性研究阶段和一个在受控研究环境中对干预措施进行试验的实施阶段。在形成性研究阶段,我们使用迭代开发过程来设计干预措施,包括收集有关潜在游戏元素(例如,积分,排行榜,奖励)的可行性,可接受性和预期有效性的信息。这些活动包括员工访谈,与目标人群成员进行的焦点小组讨论以及小组会议,以制定策略并制定干预措施。最终干预称为“坚持做下去”,它包括3个组成部分:(1)在线注册;(2)基于网络的活动,主要由测验和倒计时“计时器”组成,以方便筛选提醒;以及(3)面对面的活动发生在2个性健康诊所。参与者通过基于Web的活动赚取积分,然后将其兑换成在诊所就诊时有机会赢得各种奖品的机会。试点研究是一项准实验研究,至少有60名干预组参与者在诊所,社区活动和在线上招募。我们将干预组的结果与一个历史对照组进行比较,该对照组由符合纳入标准的人组成,这些人在实施干预前的12个月内曾参加研究诊所。符合条件的参与试点研究的参与者(1)年龄在18至26岁之间,(2)出生或已确认为男性,3)报告男性有性伴侣,并且4)在1附近的定义区域内居住有邮政编码2个实施站点中。主要结果是在6个月内重复进行HIV / STI筛查。结果这是一项正在进行的研究,预期在2017年第四季度获得初步结果。结论我们将开发并试行一种游戏化干预措施,以鼓励定期筛查YMSM的HIV / STIs。这项研究的结果将提供有关使用游戏化来放大与健康相关的行为改变干预措施的潜在有效性的初步证据。此外,该研究旨在确定对于开发和实施未来与健康相关的游戏化干预措施至关重要的过程。试用注册Clinicaltrials.gov {“ type”:“ clinical-trial”,“ attrs”:{“ text”:“ NCT02946164”,“ term_id”:“ NCT02946164”}} NCT02946164; https://clinicaltrials.gov/ct2/show/ {“ type”:“ clinical-trial”,“ attrs”:{“ text”:“ NCT02946164”,“ term_id”:“ NCT02946164”}} NCT02946164(由WebCite存档在http://www.webcitation.org/6ri3G4HwD)。

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