93 research outputs found
Gamification Strategy on Prevention of STDs for Youth
Sexually transmitted diseases (STDs) and especially chlamydia
is a worrying problem among North-Norwegian youngsters.
Gamified web applications should be valued for sexual health
education, and thus STDs prevention, for their potential to get
users engaged and involved with their healthcare. Aiming to
achieve that youngsters become more aware of STDs we have
developed “sjekkdeg.no”, a gamified web application focused
on sexual health targeting North-Norwegian youngsters.
Gamification techniques like avatars, achievement-based gifts
and social network sharing buttons have been implemented in
the site that includes educational content on sexual health and
a STDs symptom checker. Preliminary results show that the
game-style web app could be useful to encourage users to
learn more on sexual health and STDs and thus changing
their risky behaviors and preventing sexually transmitted diseases
Designing Technology to Overcome the Lack of Transmission of HPV Facts: Step One-”A Theory of the Problem
The lack of health knowledge among people may cause serious health problems. Cervical cancer, which kills hundreds of thousands of women around the world each year, is almost always caused by Human Papilloma Virus (HPV). Much is known about HPV that women could use to avoid infections, but widespread lack of transmission of HPV facts to women prevents them from taking the steps necessary to avoid infection. This paper theorizes about the problem of lack of transmission of HPV facts. Hence, HPV Facts Transmission Model, Including Barriers and Resources Factors has been identified. A theory of the problem [1] may assist in developing a theory of the solution, in which to-be-developed IT artifacts could play an important role
Randomized trial of a novel game-based appointment system for a university hospital venereology unit: Study protocol
Background: Chlamydia is the most common reportable sexually transmitted disease (STD) in Norway, and its
incidence in the two northernmost counties has been disclosed to be nearly the double of the Norwegian average.
The latest publicly available rates showed that 85.6% of the new cases were diagnosed in people under 29 years old.
The information and communication technologies are among the most powerful influences in the lives of young
people. The Internet can potentially represent a way to educate on sexual health and encourage young people, and
especially youth, to be tested for STDs. If hospital websites include an easy and anonymous system for scheduling
appointments with the clinic, it is possible that this could lead to an increase in the number of people tested for STDs.
Methods: The purpose of the study is to assess the impact of a game-based appointment system on the frequency of
consultations at a venereology unit and on the use of an educational web app. An A/B testing methodology is used.
Users from the city of Tromsø, in North Norway, will be randomized to one of the two versions of the game-style
web app on sexual health at www.sjekkdeg.no. Group A will have access to educational content only, while group
B will have, in addition, access to a game-based appointment system with automatic prioritization. After one year
of the trial, it will be analyzed if the game-based appointment system increases the number of consultations at the
venereology unit and if health professionals deem the system useful.
Discussion: This study will explore if facilitating the access to health services for youth through the use of a
game-based appointment system integrated in a game-style web app on sexual health education can have an
impact on appointment rates
The Effectiveness of Web-Based Interventions to Promote Health Behaviour Change in Adolescents: A Systematic Review
Although web-based interventions are attractive to researchers and users, the evidence about their effectiveness in the promotion of health behaviour change is still limited. Our aim was to review the effectiveness of web-based interventions used in health behavioural change in adolescents regarding physical activity, eating habits, tobacco and alcohol use, sexual behaviour, and quality of sleep. Studies published from 2016 till the search was run (May-to-June 2021) were included if they were experimental or quasi-experimental studies, pre-post-test studies, clinical trials, or randomized controlled trials evaluating the effectiveness of web-based intervention in promoting behaviour change in adolescents regarding those health behaviours. The risk of bias assessment was performed by using the Effective Public Health Practice Project (EPHPP)-Quality Assessment Tool for Quantitative Studies. Fourteen studies were included. Most were in a school setting, non-probabilistic and relatively small samples. All had a short length of follow-up and were theory driven. Thirteen showed significant positive findings to support web-based interventions' effectiveness in promoting health behaviour change among adolescents but were classified as low evidence quality. Although this review shows that web-based interventions may contribute to health behaviour change among adolescents, these findings rely on low-quality evidence, so it is urgent to test these interventions in larger controlled trials with long-term maintenance
What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. For this purpose, extant research provides developers of health apps with a vast number of different game elements. By abstracting from the implementation of single game elements and choosing a more holistic approach to gamification concepts, we iteratively develop a taxonomy of gamification concepts for health apps using inductive and deductive approaches and discuss its transferability to other gamification contexts. We contribute to a profound understanding of the main characteristics of gamification concepts and enable researchers and practitioners to classify and distinguish them. Our results provide interesting insights into the essential characteristics of health apps’ gamification concepts
Adolescent Sexual Reproductive Health Course: A Mixed Media Intervention and Quality Improvement Project in a School-Based Setting
Section I: Abstract
Problem: California’s adolescents carry a significant burden of newly acquired sexually transmitted infections (STIs) and gaps in adolescent sexual and reproductive health (SRH) knowledge have led to poor adolescent health outcomes. (CDE, 2019). Context: The California Healthy Youth Act (AB 329) was enacted on January 1, 2016, calling all school districts to ensure that all pupils receive comprehensive sexual health education, and HIV prevention education (CDE, 2019). In a proactive motion, parents from a northern California middle school approached a university to provide a Doctor of Nursing Practice (DNP) student to instruct its sixth grade’s SRH course. Intervention: A DNP student agreed to teach a SRH course with a mixed media method rather than a traditional lecture series to meet the requirements of this bill and the need of the community. Measures: This Quality Improvement (QI) project utilized a pre/post-test design to evaluate how effective the lessons are at influencing student SRH knowledge retention over five lessons in the spring school semester. Results: This teaching mixed media SRH course resulted in a 11.36% increase in adolescent SRH knowledge retention, built community bonds between the adolescent school and local university, and showcased that a DNP student is an ideal SHR instructor. Conclusion: To effectively engage adolescents and increase SRH knowledge retention, a mixed media teaching curriculum is effective. Additionally, a DNP student can help build knowledge within the community and improve adolescent health outcomes in community-based settings
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Doing good while playing : the effects of corporate social responsibility gamification on consumer response
This dissertation research explored how CSR functions in a new media platform. Specifically, this research investigated the impact of game narratives and company placement on consumer response. In addition, a moderating role of CSR support was examined. A 2 (game narratives: CSR vs. self-serving) × 2 (company placement: prominent vs. subtle) × 2 (CSR support: high vs. low) factorial experimental design was employed. A mobile web-based game was developed for stimuli. As expected, findings showed that those who played the game with a CSR narrative responded more favorably toward both the game and the company than those who played the game with a self-serving narrative. The research found also an interplay between game narratives and company placement on consumer response. Specifically, in terms of a CSR-narrative game condition, participants exposed to a prominently placed company logo evaluated the company more favorably than participants exposed to a logo placed subtly. On the other hand, for a self-serving game condition, the company evaluation was more positive in a subtly-placed condition than in a prominently-placed condition. Instead of CSR support, a moderating role of fit between the company and the cause was found. Implications and future research are discussed.Advertisin
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