The future of digital games for HIV prevention and care.

Lisa B Hightow-Weidman, Kathryn E Muessig, José A Bauermeister, Sara LeGrand, Lynn E Fiellin
Author Information
  1. Lisa B Hightow-Weidman: aInstitute for Global Health and Infectious Diseases, The University of North Carolina at Chapel Hill bDepartment of Health Behavior, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill cCenter for Health Policy and Inequalities Research, Duke Global Health Institute, Duke University, Durham, North Carolina dDepartment of Family and Community Health; School of Nursing - University of Pennsylvania, Philadelphia, Pennsylvania eYale University School of Medicine, New Haven Connecticut, USA.

Abstract

PURPOSE OF REVIEW: Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field.
RECENT FINDINGS: A review of recently published (1 January 2016-31 March 2017) or presented abstracts (2016) identified a paucity of technology-based interventions that included gamification elements or any terms associated with videogames or gameplay. A larger portfolio of digital gaming interventions is in the pipeline.
SUMMARY: Use of digital games that include elements of gamification or consist of standalone videogames or virtual-reality-based games, represent a promising intervention strategy to address the HIV prevention and care continuum, especially among youth. Our review demonstrates that there is significant room for growth in this area in designing, developing, testing and most importantly, implementation and dissemination these novel interventions.

References

  1. JMIR Res Protoc. 2016 Nov 22;5(4):e224 [PMID: 27876685]
  2. Behav Res Methods Instrum Comput. 1999 Nov;31(4):557-64 [PMID: 10633974]
  3. Curr HIV/AIDS Rep. 2015 Mar;12(1):173-90 [PMID: 25626718]
  4. Simul Gaming. 2010 Aug 1;41(4):587-606 [PMID: 20711522]
  5. Am J Prev Med. 2008 Jan;34(1):74-82 [PMID: 18083454]
  6. Curr HIV/AIDS Rep. 2015 Dec;12 (4):500-15 [PMID: 26385582]
  7. Games Health J. 2012 Oct;1(5):331-41 [PMID: 26191999]
  8. J Med Internet Res. 2015 Oct 28;17(10):e245 [PMID: 26510775]
  9. J Int AIDS Soc. 2013 Nov 13;16(3 Suppl 2):18716 [PMID: 24242264]
  10. Games Health J. 2012 Feb;1(1):1-2 [PMID: 26196423]
  11. Am J Prev Med. 2012 Jun;42(6):630-8 [PMID: 22608382]
  12. J Biomed Inform. 2016 Feb;59:299-307 [PMID: 26732997]
  13. Games Health J. 2015 Apr;4(2):78-90 [PMID: 26181801]
  14. Arch Pediatr Adolesc Med. 2010 Jul;164(7):664-72 [PMID: 20603468]
  15. JMIR Ment Health. 2016 Aug 24;3(3):e39 [PMID: 27558893]
  16. JAMA Pediatr. 2013 Jun;167(6):574-80 [PMID: 23568703]
  17. J Med Internet Res. 2016 Dec 06;18(12 ):e315 [PMID: 27923778]
  18. J R Soc Med. 2013 Mar;106(3):76-8 [PMID: 23481424]
  19. JMIR Serious Games. 2013 Dec 12;1(1):e3 [PMID: 25658754]
  20. Virtual Real. 2010 Mar 1;14(1):67-76 [PMID: 20228871]
  21. JMIR Serious Games. 2016 May 13;4(1):e6 [PMID: 27178752]
  22. Clin Trials. 2016 Aug;13(4):400-8 [PMID: 27013483]

Grants

  1. P30 DA029926/NIDA NIH HHS
  2. U19 HD089881/NICHD NIH HHS

MeSH Term

Continuity of Patient Care
HIV Infections
Health Promotion
Humans
Mobile Applications
Video Games

Word Cloud

Created with Highcharts 10.0.0interventionsHIVcaregamesreviewpreventiongamificationvideogamesdigitalsignificantcontinuumusingtechnology-basedelementsPURPOSEOFREVIEW:AlthoughincreasemHealthaddressinggamemechanicslessexploredDigitalrapidlybecomingimportanttoolimprovinghealthbehaviorssupportingdeliveryeducationpurposeprovidehistoricalcontextuseincludingvirtualrealityusednewresearchfieldRECENTFINDINGS:recentlypublished1January2016-31March2017presentedabstracts2016identifiedpaucityincludedtermsassociatedgameplaylargerportfoliogamingpipelineSUMMARY:Useincludeconsiststandalonevirtual-reality-basedrepresentpromisinginterventionstrategyaddressespeciallyamongyouthdemonstratesroomgrowthareadesigningdevelopingtestingimportantlyimplementationdisseminationnovelfuture

Similar Articles

Cited By (39)