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Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study
BACKGROUND: The wide availability of mobile phones has made it easy to disseminate health-related information and make it accessible. With gamification, mobile apps can nudge people to make informed health choices, including attending cervical cancer screening. OBJECTIVE: This matched retrospective...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9795393/ https://www.ncbi.nlm.nih.gov/pubmed/36512401 http://dx.doi.org/10.2196/36197 |
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author | Orumaa, Madleen Campbell, Suzanne Støer, Nathalie C Castle, Philip E Sen, Sagar Tropé, Ameli Adedimeji, Adebola Nygård, Mari |
author_facet | Orumaa, Madleen Campbell, Suzanne Støer, Nathalie C Castle, Philip E Sen, Sagar Tropé, Ameli Adedimeji, Adebola Nygård, Mari |
author_sort | Orumaa, Madleen |
collection | PubMed |
description | BACKGROUND: The wide availability of mobile phones has made it easy to disseminate health-related information and make it accessible. With gamification, mobile apps can nudge people to make informed health choices, including attending cervical cancer screening. OBJECTIVE: This matched retrospective cohort study examined the association between exposure to the FightHPV mobile app gamified educational content and having a cervical exam in the following year. METHODS: Women aged 20 to 69 years who signed an electronic consent form after downloading the FightHPV app in 2017 (intervention group) were matched 1:6 with women of the same age and with the same screening history (reference group) in 2015. To estimate the impact of exposure to the FightHPV app, we estimated cumulative incidence and hazard ratios (HRs) with 95% CIs. We used data from the Norwegian Cervical Cancer Screening Program database and Statistics Norway to determine screening participation and outcomes, respectively. RESULTS: We matched 3860 women in the control group to 658 women in the intervention group; 6 months after enrollment, 29.6% (195/658) of the women in the intervention group and 15.21% (587/3860) of those in the reference group underwent a cervical exam (P<.01). Women exposed to the FightHPV app were 2 times more likely to attend screening (adjusted HR 2.3, 95% CI 2.0-2.7), during which they were 13 times more likely to be diagnosed with high-grade abnormality (adjusted HR 12.7, 95% CI 5.0-32.5) than the women in the reference group. CONCLUSIONS: Exposure to the FightHPV app significantly increased cervical cancer screening attendance across the various analyses and improved detection of women with high risk for cervical cancer. For the first time, we demonstrated the effectiveness of gamification combined with mobile technology in cancer prevention by empowering women to make active health-related decisions. Gamification can significantly improve the understanding of complicated scientific concepts behind interventions and increase the acceptance of proposed cancer control measures. |
format | Online Article Text |
id | pubmed-9795393 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-97953932022-12-29 Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study Orumaa, Madleen Campbell, Suzanne Støer, Nathalie C Castle, Philip E Sen, Sagar Tropé, Ameli Adedimeji, Adebola Nygård, Mari JMIR Serious Games Original Paper BACKGROUND: The wide availability of mobile phones has made it easy to disseminate health-related information and make it accessible. With gamification, mobile apps can nudge people to make informed health choices, including attending cervical cancer screening. OBJECTIVE: This matched retrospective cohort study examined the association between exposure to the FightHPV mobile app gamified educational content and having a cervical exam in the following year. METHODS: Women aged 20 to 69 years who signed an electronic consent form after downloading the FightHPV app in 2017 (intervention group) were matched 1:6 with women of the same age and with the same screening history (reference group) in 2015. To estimate the impact of exposure to the FightHPV app, we estimated cumulative incidence and hazard ratios (HRs) with 95% CIs. We used data from the Norwegian Cervical Cancer Screening Program database and Statistics Norway to determine screening participation and outcomes, respectively. RESULTS: We matched 3860 women in the control group to 658 women in the intervention group; 6 months after enrollment, 29.6% (195/658) of the women in the intervention group and 15.21% (587/3860) of those in the reference group underwent a cervical exam (P<.01). Women exposed to the FightHPV app were 2 times more likely to attend screening (adjusted HR 2.3, 95% CI 2.0-2.7), during which they were 13 times more likely to be diagnosed with high-grade abnormality (adjusted HR 12.7, 95% CI 5.0-32.5) than the women in the reference group. CONCLUSIONS: Exposure to the FightHPV app significantly increased cervical cancer screening attendance across the various analyses and improved detection of women with high risk for cervical cancer. For the first time, we demonstrated the effectiveness of gamification combined with mobile technology in cancer prevention by empowering women to make active health-related decisions. Gamification can significantly improve the understanding of complicated scientific concepts behind interventions and increase the acceptance of proposed cancer control measures. JMIR Publications 2022-12-13 /pmc/articles/PMC9795393/ /pubmed/36512401 http://dx.doi.org/10.2196/36197 Text en ©Madleen Orumaa, Suzanne Campbell, Nathalie C Støer, Philip E Castle, Sagar Sen, Ameli Tropé, Adebola Adedimeji, Mari Nygård. Originally published in JMIR Serious Games (https://games.jmir.org), 13.12.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), 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 https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Orumaa, Madleen Campbell, Suzanne Støer, Nathalie C Castle, Philip E Sen, Sagar Tropé, Ameli Adedimeji, Adebola Nygård, Mari Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title | Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title_full | Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title_fullStr | Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title_full_unstemmed | Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title_short | Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study |
title_sort | impact of the mobile game fighthpv on cervical cancer screening attendance: retrospective cohort study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9795393/ https://www.ncbi.nlm.nih.gov/pubmed/36512401 http://dx.doi.org/10.2196/36197 |
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