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Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men

BACKGROUND: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of...

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Autores principales: LeGrand, Sara, Muessig, Kathryn Elizabeth, McNulty, Tobias, Soni, Karina, Knudtson, Kelly, Lemann, Alex, Nwoko, Nkechinyere, Hightow-Weidman, Lisa B
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4884268/
https://www.ncbi.nlm.nih.gov/pubmed/27178752
http://dx.doi.org/10.2196/games.5687
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author LeGrand, Sara
Muessig, Kathryn Elizabeth
McNulty, Tobias
Soni, Karina
Knudtson, Kelly
Lemann, Alex
Nwoko, Nkechinyere
Hightow-Weidman, Lisa B
author_facet LeGrand, Sara
Muessig, Kathryn Elizabeth
McNulty, Tobias
Soni, Karina
Knudtson, Kelly
Lemann, Alex
Nwoko, Nkechinyere
Hightow-Weidman, Lisa B
author_sort LeGrand, Sara
collection PubMed
description BACKGROUND: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM. OBJECTIVE: This study used a multiphase, iterative development process to create an ART adherence app for YMSM. METHODS: The three-phase development process included: (1) theory-based concept development jointly by public health researchers and the technology team, (2) assessment of the target population’s ART adherence needs and app preferences and development and testing of a clickable app prototype, and (3) development and usability testing of the final app prototype. RESULTS: The initial theory-based app concept developed in Phase One included medication reminders, daily ART adherence tracking and visualization, ART educational modules, limited virtual interactions with other app users, and gamification elements. In Phase Two, adherence needs, including those related to information, motivation, and behavioral skills, were identified. Participants expressed preferences for an ART adherence app that was informational, interactive, social, and customizable. Based on the findings from Phase Two, additional gaming features were added in Phase Three, including an interactive battle, superhero app theme, and app storyline. Other features were modified to increase interactivity and customization options and integrate the game theme. During usability testing of the final prototype, participants were able to understand and navigate the app successfully and rated the app favorably. CONCLUSIONS: An iterative development process was critical for the development of an ART adherence game app that was viewed as highly acceptable, relevant, and useful by YMSM.
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spelling pubmed-48842682016-06-08 Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men LeGrand, Sara Muessig, Kathryn Elizabeth McNulty, Tobias Soni, Karina Knudtson, Kelly Lemann, Alex Nwoko, Nkechinyere Hightow-Weidman, Lisa B JMIR Serious Games Original Paper BACKGROUND: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM. OBJECTIVE: This study used a multiphase, iterative development process to create an ART adherence app for YMSM. METHODS: The three-phase development process included: (1) theory-based concept development jointly by public health researchers and the technology team, (2) assessment of the target population’s ART adherence needs and app preferences and development and testing of a clickable app prototype, and (3) development and usability testing of the final app prototype. RESULTS: The initial theory-based app concept developed in Phase One included medication reminders, daily ART adherence tracking and visualization, ART educational modules, limited virtual interactions with other app users, and gamification elements. In Phase Two, adherence needs, including those related to information, motivation, and behavioral skills, were identified. Participants expressed preferences for an ART adherence app that was informational, interactive, social, and customizable. Based on the findings from Phase Two, additional gaming features were added in Phase Three, including an interactive battle, superhero app theme, and app storyline. Other features were modified to increase interactivity and customization options and integrate the game theme. During usability testing of the final prototype, participants were able to understand and navigate the app successfully and rated the app favorably. CONCLUSIONS: An iterative development process was critical for the development of an ART adherence game app that was viewed as highly acceptable, relevant, and useful by YMSM. JMIR Publications Inc. 2016-05-13 /pmc/articles/PMC4884268/ /pubmed/27178752 http://dx.doi.org/10.2196/games.5687 Text en ©Sara LeGrand, Tobias McNulty, Karina Soni, Karina Soni, Alex Lemann, Nkechinyere Nwoko, Lisa B. Hightow-Weidman, Lisa B. Hightow-Weidman. Originally published in JMIR Serious Games (http://games.jmir.org), 13.05.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
LeGrand, Sara
Muessig, Kathryn Elizabeth
McNulty, Tobias
Soni, Karina
Knudtson, Kelly
Lemann, Alex
Nwoko, Nkechinyere
Hightow-Weidman, Lisa B
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title_full Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title_fullStr Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title_full_unstemmed Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title_short Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
title_sort epic allies: development of a gaming app to improve antiretroviral therapy adherence among young hiv-positive men who have sex with men
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4884268/
https://www.ncbi.nlm.nih.gov/pubmed/27178752
http://dx.doi.org/10.2196/games.5687
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