Cargando…

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, col...

Descripción completa

Detalles Bibliográficos
Autores principales: Darville-Sanders, Gabrielle, Anderson-Lewis, Charkarra, Stellefson, Michael, Lee, Yu Hao, MacInnes, Jann, Pigg, R. Morgan, Mercado, Rebeccah, Gaddis, Cheryl
Formato: Online Artículo Texto
Lenguaje:English
Publicado: AME Publishing Company 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9343976/
https://www.ncbi.nlm.nih.gov/pubmed/35928509
http://dx.doi.org/10.21037/mhealth-21-29
_version_ 1784761111221895168
author Darville-Sanders, Gabrielle
Anderson-Lewis, Charkarra
Stellefson, Michael
Lee, Yu Hao
MacInnes, Jann
Pigg, R. Morgan
Mercado, Rebeccah
Gaddis, Cheryl
author_facet Darville-Sanders, Gabrielle
Anderson-Lewis, Charkarra
Stellefson, Michael
Lee, Yu Hao
MacInnes, Jann
Pigg, R. Morgan
Mercado, Rebeccah
Gaddis, Cheryl
author_sort Darville-Sanders, Gabrielle
collection PubMed
description 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.
format Online
Article
Text
id pubmed-9343976
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher AME Publishing Company
record_format MEDLINE/PubMed
spelling pubmed-93439762022-08-03 mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development Darville-Sanders, Gabrielle Anderson-Lewis, Charkarra Stellefson, Michael Lee, Yu Hao MacInnes, Jann Pigg, R. Morgan Mercado, Rebeccah Gaddis, Cheryl Mhealth Original Article 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. AME Publishing Company 2022-07-20 /pmc/articles/PMC9343976/ /pubmed/35928509 http://dx.doi.org/10.21037/mhealth-21-29 Text en 2022 mHealth. All rights reserved. https://creativecommons.org/licenses/by-nc-nd/4.0/Open Access Statement: This is an Open Access article distributed in accordance with the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 International License (CC BY-NC-ND 4.0), which permits the non-commercial replication and distribution of the article with the strict proviso that no changes or edits are made and the original work is properly cited (including links to both the formal publication through the relevant DOI and the license). See: https://creativecommons.org/licenses/by-nc-nd/4.0 (https://creativecommons.org/licenses/by-nc-nd/4.0/) .
spellingShingle Original Article
Darville-Sanders, Gabrielle
Anderson-Lewis, Charkarra
Stellefson, Michael
Lee, Yu Hao
MacInnes, Jann
Pigg, R. Morgan
Mercado, Rebeccah
Gaddis, Cheryl
mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title_full mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title_fullStr mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title_full_unstemmed mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title_short mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
title_sort mhealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9343976/
https://www.ncbi.nlm.nih.gov/pubmed/35928509
http://dx.doi.org/10.21037/mhealth-21-29
work_keys_str_mv AT darvillesandersgabrielle mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT andersonlewischarkarra mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT stellefsonmichael mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT leeyuhao mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT macinnesjann mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT piggrmorgan mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT mercadorebeccah mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment
AT gaddischeryl mhealthvideogamingforhumanpapillomavirusvaccinationamongcollegemenqualitativeinquiryfordevelopment