School of Nursing, Binzhou Medical University, Yantai, China.
Department of Nursing, The People's Hopstial of Laoling City, Dezhou, China.
JMIR Mhealth Uhealth. 2024 Apr 15;12:e49509. doi: 10.2196/49509.
BACKGROUND: In the past few years, a burgeoning interest has emerged in applying gamification to promote desired health behaviors. However, little is known about the effectiveness of such applications in the HIV prevention and care continuum among men who have sex with men (MSM). OBJECTIVE: This study aims to summarize and evaluate research on the effectiveness of gamification on the HIV prevention and care continuum, including HIV-testing promotion; condomless anal sex (CAS) reduction; and uptake of and adherence to pre-exposure prophylaxis (PrEP), postexposure prophylaxis (PEP), and antiretroviral therapy (ART). METHODS: We comprehensively searched PubMed, Embase, the Cochrane Library, Web of Science, Scopus, and the Journal of Medical Internet Research and its sister journals for studies published in English and Chinese from inception to January 2024. Eligible studies were included when they used gamified interventions with an active or inactive control group and assessed at least one of the following outcomes: HIV testing; CAS; and uptake of and adherence to PrEP, PEP, and ART. During the meta-analysis, a random-effects model was applied. Two reviewers independently assessed the quality and risk of bias of each included study. RESULTS: The systematic review identified 26 studies, including 10 randomized controlled trials (RCTs). The results indicated that gamified digital interventions had been applied to various HIV outcomes, such as HIV testing, CAS, PrEP uptake and adherence, PEP uptake, and ART adherence. Most of the studies were conducted in the United States (n=19, 73%). The most frequently used game component was gaining points, followed by challenges. The meta-analysis showed gamification interventions could reduce the number of CAS acts at the 3-month follow-up (n=2 RCTs; incidence rate ratio 0.62, 95% CI 0.44-0.88). The meta-analysis also suggested an effective but nonstatistically significant effect of PrEP adherence at the 3-month follow-up (n=3 RCTs; risk ratio 1.16, 95% CI 0.96-1.38) and 6-month follow-up (n=4 RCTs; risk ratio 1.28, 95% CI 0.89-1.84). Only 1 pilot RCT was designed to evaluate the effectiveness of a gamified app in promoting HIV testing and PrEP uptake. No RCT was conducted to evaluate the effect of the gamified digital intervention on PEP uptake and adherence, and ART initiation among MSM. CONCLUSIONS: Our findings suggest the short-term effect of gamified digital interventions on lowering the number of CAS acts in MSM. Further well-powered studies are still needed to evaluate the effect of the gamified digital intervention on HIV testing, PrEP uptake, PEP initiation and adherence, and ART initiation in MSM.
背景:在过去的几年中,人们对应用游戏化来促进期望的健康行为产生了浓厚的兴趣。然而,对于这种应用在男男性行为者(MSM)的 HIV 预防和护理连续体中的有效性,我们知之甚少。
目的:本研究旨在总结和评估游戏化在 HIV 预防和护理连续体中的效果,包括促进 HIV 检测;减少无保护肛交(CAS);以及接受和坚持使用暴露前预防(PrEP)、暴露后预防(PEP)和抗逆转录病毒治疗(ART)。
方法:我们全面检索了 PubMed、Embase、Cochrane 图书馆、Web of Science、Scopus 和《Journal of Medical Internet Research》及其姊妹期刊,以获取自成立以来至 2024 年 1 月发表的英文和中文研究。当使用具有主动或被动对照组的游戏化干预措施,并评估以下至少一个结果时,纳入研究:HIV 检测;CAS;以及 PrEP、PEP 和 ART 的接受和坚持。在荟萃分析中,应用了随机效应模型。两位审查员独立评估了每项纳入研究的质量和偏倚风险。
结果:系统综述共纳入 26 项研究,包括 10 项随机对照试验(RCT)。结果表明,游戏化数字干预措施已应用于各种 HIV 结果,如 HIV 检测、CAS、PrEP 的接受和坚持、PEP 的接受和坚持以及 ART 的接受和坚持。大多数研究在美国进行(n=19,73%)。最常使用的游戏组件是获得积分,其次是挑战。荟萃分析显示,游戏化干预可以减少 3 个月随访时的 CAS 行为数量(n=2 RCT;发病率比 0.62,95%置信区间 0.44-0.88)。荟萃分析还表明,在 3 个月随访(n=3 RCT;风险比 1.16,95%置信区间 0.96-1.38)和 6 个月随访(n=4 RCT;风险比 1.28,95%置信区间 0.89-1.84)时,PrEP 坚持的效果有效但无统计学意义。只有 1 项试点 RCT 旨在评估游戏化应用程序在促进 HIV 检测和 PrEP 接受方面的有效性。没有 RCT 评估游戏化数字干预对 MSM 中 PEP 接受和坚持以及 ART 启动的影响。
结论:我们的研究结果表明,游戏化数字干预措施对降低 MSM 中 CAS 行为数量具有短期效果。仍需要进一步的大型研究来评估游戏化数字干预对 MSM 中的 HIV 检测、PrEP 接受、PEP 启动和坚持以及 ART 启动的效果。
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