Battle in the Blood Development of a Mobile Game to Increase Uptake of HIV Services Among Young Key Populations in the Philippines: Mixed Methods Case Study



Hemingway, Charlotte ORCID: 0000-0001-8993-3795
(2021) Battle in the Blood Development of a Mobile Game to Increase Uptake of HIV Services Among Young Key Populations in the Philippines: Mixed Methods Case Study. Doctor of Philosophy thesis, University of Liverpool.

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Abstract

Background While progress has been made against the UNAIDS 90-90-90 targets, public health gains made in the adult population continue to elude adolescent and young key populations. Progress is not the same in all countries with the Philippines experiencing a sharp rise in HIV infections among young key populations with limited uptake of testing and treatment services. Behaviour change is key to addressing these issues and interventions targeted at this cohort need to be relevant and engaging to successfully compete for their attention, change perceptions, and encourage positive health-related behaviour. The advent and popularity of mobile gaming in the Philippines position digital behaviour change games as a promising platform. Through gameplay, users can traverse a carefully constructed narrative, exposing them to new perspectives around HIV and increasing knowledge of early signs of HIV infection, risk behaviours and available testing and treatment services. While the use of digital games for HIV prevention and detection has rapidly increased in recent times, little is known about game development and effectiveness in low and middle-income (LMIC) contexts. In addition, evidence through randomized control trial design of the effectiveness of games underpinned by cognitive theories of behaviour change is weak, denoting a need to re-think the contribution of these games to the health development field and how we evaluate them. Study Aim To explore the contribution and limitations of a tailored digital game for health aimed at improving HIV-related knowledge, attitudes and practices among young key populations in the Philippines. Objectives 1. To identify appropriate learning objectives and theoretically driven game design relating to HIV prevention and control among young key populations in the Philippines. 2. To develop a playable and acceptable behaviour change game targeted at young key populations in the Philippines. 3. To assess demand and reach of the game among target users. 4. To explore the effect of the game on cognitive and social determinants of HIV service use and behaviour.

Item Type: Thesis (Doctor of Philosophy)
Depositing User: Symplectic Admin
Date Deposited: 09 Sep 2021 15:32
Last Modified: 18 Jan 2023 21:33
DOI: 10.17638/03132615
Supervisors:
  • Taegtmeyer, Miriam
  • Blakey, John
  • Sibanda, Euphemia
URI: https://livrepository.liverpool.ac.uk/id/eprint/3132615