移动健康视频游戏对大学生中人乳头瘤病毒疫苗接种的定性调查。

IF 2.2 Q2 HEALTH CARE SCIENCES & SERVICES
mHealth Pub Date : 2022-07-20 eCollection Date: 2022-01-01 DOI:10.21037/mhealth-21-29
Gabrielle Darville-Sanders, Charkarra Anderson-Lewis, Michael Stellefson, Yu Hao Lee, Jann MacInnes, R Morgan Pigg, Rebeccah Mercado, Cheryl Gaddis
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引用次数: 1

摘要

背景:人乳头瘤病毒(HPV)是美国最常见的性传播感染。持续感染HPV可导致多种癌症;然而,人乳头瘤病毒疫苗可以预防与高风险、癌变病毒株相关的感染。由于它与HPV有关,大学年龄的男性已被确定为追赶疫苗接种群体之一。在大学年龄的男性中,游戏是一项非常受欢迎的课外活动。此外,电子游戏已经成为一种流行的公共健康干预工具。因此,本研究旨在收集定性数据,研究如何制定、实施和评估游戏干预的有效性,以提高18-26岁男性大学生的HPV风险认知,提高自我效能感,增加接种HPV疫苗的意愿。方法:以南方一所大型研究型大学的男大学生为研究对象,进行4次8 ~ 10人的焦点小组讨论。使用扎根理论,使用NVivo软件对焦点小组访谈的数据进行编码,以确定紧急主题。结果:参与者强调,尽管大学生男性并不认为自定义很重要,但定制游戏体验或每次体验不同内容的能力(创造性自由)更为重要。他们鼓励在移动平台上制作数字游戏,包含健康信息,并向他们的人口提供信息。此外,他们还建议以创新的方式传播游戏,包括让卫生部门/卫生保健提供者将游戏作为临床互动策略的结尾给患者开处方。结论:大学年龄的男性是天生的狂热玩家,喜欢玩游戏,可以在线或离线学习。虽然不同类型的玩家对平台的偏好各不相同,但在我们的研究中,大学年龄段的男性玩家强调,手机游戏是增加知识/意识和鼓励积极游戏行为的最有利方式,这可以影响游戏行为(如接种疫苗)。由于移动健康技术的可访问性和自然配置被视为“自我的延伸”,健康游戏开发商应该考虑将移动平台作为目标人群的理想选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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

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

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.

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