Andrade-Romo Zafiro, Chavira-Razo Laura, Buzdugan Raluca, Bertozzi Elena, Bautista-Arredondo Sergio
Center for Health Systems Research, National Institute of Public Health, Cuernavaca, Mexico.
School of Public Health, UC Berkeley, Berkeley, CA 94720, USA.
Mhealth. 2020 Jul 5;6:28. doi: 10.21037/mhealth.2020.03.01. eCollection 2020.
Encouraging Mexican men who have sex with men (MSM) to learn about and get tested for human immunodeficiency virus (HIV) is essential not only to initiate early treatment and reduce complications related to acquired immune deficiency syndrome (AIDS) but also to avoid new infections. HIV testing for MSM in Mexico remains a challenge, in part because of the stigma and discrimination they face in their daily lives and perceived discrimination in health care services. Thus, innovative approaches are needed to increase the uptake of health prevention services among this population. Games for health and gamification are now established approaches to achieving desired behavior change. Gamified interventions have been successfully deployed in various health domains, including HIV awareness, treatment, and prevention. The aim of this 2015 study was to develop a phone-based game and linked online platform with gamification elements to incentivize HIV and sexually transmitted infections (STI) testing, normalize asking partners about serostatus, and increase HIV and STI knowledge among young Mexican MSM. This paper describes its implementation process and feasibility assessment.
The study consisted of three phases. The first phase was the formative research, which consisted of 6 focus groups and rapid prototyping to determine the most effective and appropriate design for the intervention. The second phase consisted of piloting and implementing the intervention over five weeks among 62 MSM, aged between 18 and 35 years old. Lastly, we assessed the feasibility of the intervention over three dimensions: acceptability, demand, and implementation. We conducted ten semi-structured interviews with participants and used a mixed-methods approach, including qualitative and quantitative evaluation methods.
Overall, the conceptual components of the intervention were perceived as acceptable, which leads us to believe that the formative phase captured our participants' needs and perceptions. However, we underestimated the complexity of the technical challenges involved. Participants' high standards and expectations of an interactive product based on their experience with industrially produced games impacted their patterns of use. Nevertheless, they perceived the platform as a good-quality information source. Gamification elements such as badges, points, and prizes were perceived as fun, exciting, and motivating, and 71% of participants engaged in at least one activity to earn points.
A game-based intervention, coupled with an online platform that incorporates gamification elements to motivate HIV and STI testing in young Mexican MSM is feasible. Successfully scaling such an intervention to a broader audience would require reducing the complexity of the intervention, working with a local technical partner to develop and implement a more efficient platform, improving the quality of the graphics, and a re-design of the point system.
鼓励墨西哥男男性行为者(MSM)了解并接受人类免疫缺陷病毒(HIV)检测,不仅对于尽早开始治疗、减少与获得性免疫缺陷综合征(AIDS)相关的并发症至关重要,而且对于避免新感染也很关键。在墨西哥,为男男性行为者进行HIV检测仍然是一项挑战,部分原因是他们在日常生活中面临耻辱和歧视,以及在医疗保健服务中感受到的歧视。因此,需要创新方法来提高这一人群对健康预防服务的接受度。健康游戏和游戏化现在是实现期望行为改变的既定方法。游戏化干预已成功应用于各个健康领域,包括HIV认知、治疗和预防。这项2015年研究的目的是开发一款基于手机的游戏以及与之相连的带有游戏化元素的在线平台,以激励HIV和性传播感染(STI)检测,使询问性伴侣血清状况常态化,并增加墨西哥年轻男男性行为者的HIV和STI知识。本文描述了其实施过程和可行性评估。
该研究包括三个阶段。第一阶段是形成性研究,包括6个焦点小组和快速原型制作,以确定干预措施最有效和合适的设计。第二阶段包括在62名年龄在18至35岁之间的男男性行为者中进行为期五周的干预试点和实施。最后,我们从三个维度评估了干预措施的可行性:可接受性、需求和实施情况。我们对参与者进行了10次半结构化访谈,并采用了混合方法,包括定性和定量评估方法。
总体而言,干预措施的概念组成部分被认为是可接受的,这使我们相信形成性阶段抓住了参与者的需求和看法。然而,我们低估了所涉及技术挑战的复杂性。基于他们对工业生产游戏的体验,参与者对交互式产品有很高的标准和期望,这影响了他们的使用模式。尽管如此,他们认为该平台是一个高质量的信息来源。徽章、积分和奖品等游戏化元素被认为有趣、刺激且有激励作用,71%的参与者参与了至少一项赚取积分的活动。
一种基于游戏的干预措施,再加上一个包含游戏化元素以激励墨西哥年轻男男性行为者进行HIV和STI检测的在线平台是可行的。要成功地将这种干预措施推广到更广泛的受众,需要降低干预措施的复杂性,与当地技术合作伙伴合作开发和实施一个更高效的平台,提高图形质量,并重新设计积分系统。