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针对大学男性人乳头瘤病毒疫苗接种的移动健康视频游戏——开发的定性研究

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

作者信息

Darville-Sanders Gabrielle, Anderson-Lewis Charkarra, Stellefson Michael, Lee Yu Hao, MacInnes Jann, Pigg R Morgan, Mercado Rebeccah, Gaddis Cheryl

机构信息

Department of Public Health, Mercer University, Macon, GA, USA.

College of Nursing and Health Professions, The University of Southern Mississippi, Hattiesburg, MS, USA.

出版信息

Mhealth. 2022 Jul 20;8:22. doi: 10.21037/mhealth-21-29. eCollection 2022.

DOI:10.21037/mhealth-21-29
PMID:35928509
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9343976/
Abstract

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.

摘要

背景

人乳头瘤病毒(HPV)是美国最常见的性传播感染。HPV持续感染可导致多种癌症;然而,HPV疫苗接种可预防与高风险致癌病毒株相关的感染。就HPV而言,大学适龄男性已被确定为补种疫苗群体之一。在大学适龄男性中,游戏是一项极其受欢迎的课外活动。此外,电子游戏已成为一种流行的公共卫生干预工具。因此,本研究旨在收集关于如何开发、实施和评估一项游戏干预措施有效性的定性数据,该措施旨在提高男性大学生(18 - 26岁)对HPV风险的认知、提高自我效能并增加接种HPV疫苗的意愿。

方法

在南方一所大型研究型大学的男性大学生中进行了四次焦点小组讨论,每组8至10人。采用扎根理论,焦点小组访谈的数据使用NVivo软件进行编码,以识别新出现的主题。

结果

参与者强调,虽然大学适龄男性认为定制并不重要,但每次玩游戏时能够定制游戏体验或体验不同事物(创作自由)更为重要。他们鼓励在移动平台上创建这款数字游戏,融入健康信息,并提供信息以覆盖他们这一群体。此外,他们建议了传播该游戏的创新方式,包括让卫生部门/医疗保健提供者将该游戏作为临床互动结束策略开给患者。

结论

大学适龄男性是天生的狂热游戏玩家,喜欢玩游戏,并且可以在线上或线下参与学习。虽然不同类型的游戏玩家对平台的偏好各不相同,但我们研究中的大学适龄男性强调,基于移动设备的游戏是增加知识/意识并鼓励积极的游戏内行为的最有利方式,而这种行为可能会影响诸如接种疫苗等游戏外行为。由于移动健康技术的可及性水平以及其被视为“自我延伸”的自然属性,健康游戏开发者应将移动平台视为目标人群的理想选择。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4318/9343976/9dfa3a0250fb/mh-08-21-29-f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4318/9343976/9dfa3a0250fb/mh-08-21-29-f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4318/9343976/9dfa3a0250fb/mh-08-21-29-f1.jpg

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