Digital Gaming Interventions– Utilizing Theories and Evaluation to Increase HPV Vaccination among Young Males (Preprint)
UNSTRUCTURED The Human Papillomavirus (HPV) is the most common sexually transmitted infection in the US. HPV attributes to most cancers including anal, oral, cervical and penile. Despite infection rates in the United States recommendations and communication campaigns have traditionally focused on females. Because of this, males lack knowledge of reasons for vaccination, the benefits of being vaccinated and their risks overall. Gaming as a health education strategy can be beneficial for this key demographic because of the popularity and gaming mechanism that can promote behavior change. Objective: This study sought to explore the relationship between gamification and HPV vaccine uptake. Materials and Methods: In total twenty two (n=22) interviews were conducted with experts in the fields of cancer prevention, sexual and reproductive health, public health, game design, technology and health communication on how a game should be developed to increase HPV vaccination rates among males. Results: Overwhelmingly theoretical models such as the health belief model (HBM) were identified with key constructs such as self-efficacy and risk perception. Experts also suggested using intervention mapping and logic models as planning tools for health promotion interventions utilizing a digital game as a medium. Lastly, in game and out of game measures were discussed as assessments for quality and impact by our expert panel. Conclusion: This study shows that interventions should focus on whether greater utilization of serious games and the incorporation of theory and standardized methods can impact the need of young men to vaccinate and complete the series of the HPV vaccine.