語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
到查詢結果
[ null ]
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
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.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
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./
作者:
Hemingway, Charlotte.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
226 p.
附註:
Source: Dissertations Abstracts International, Volume: 83-05, Section: B.
Contained By:
Dissertations Abstracts International83-05B.
標題:
Design. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28827659
ISBN:
9798494461100
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.
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.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 226 p.
Source: Dissertations Abstracts International, Volume: 83-05, Section: B.
Thesis (Ph.D.)--The University of Liverpool (United Kingdom), 2021.
This item must not be sold to any third party vendors.
BackgroundWhile 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. 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.Objectives1. 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.MethodsA mixed methods approach was taken to establish a theoretically driven, evidence-based game design and explore its acceptability and effect among target users. All primary data were collected in the Philippines between August 2016 and December 2018.A literature review was combined with formative work in the Philippines to determine theintended learning and behaviour outcomes of the game. The formative work comprised: 1) semi-structured qualitative interviews with men who have sex with men (MSM) and transgender women (TGW) in the National Capital Region (NCR) to inform the learning objectives; and 2) a retrospective review of attrition along the HIV care cascade conducted at four HIV testing and counselling clinics (three in the NCR and one in the Davao Region). An additional review of games for health literature underpinned the development of a conceptual framework to inform the game design and evaluation.The game was developed through an iterative user-centred design process: game design (November 2016 to February 2017), prototype testing (August 2017 to November 2017) and game analytics (December 2017 to December 2018). The game was built by a UK developer with input from a UK physician and Filipino physician, nurse, virologist and epidemiologist. During the game design and prototype testing activities, a total of 40 Filipino participants comprising target users and trained HIV counsellors engaged in participatory design workshops, extended playtests and focus group discussions.
ISBN: 9798494461100Subjects--Topical Terms:
518875
Design.
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.
LDR
:04861nmm a2200361 4500
001
2350669
005
20221020130413.5
008
241004s2021 ||||||||||||||||| ||eng d
020
$a
9798494461100
035
$a
(MiAaPQ)AAI28827659
035
$a
(MiAaPQ)Liverpool_3132615
035
$a
AAI28827659
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Hemingway, Charlotte.
$3
3690175
245
1 0
$a
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.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2021
300
$a
226 p.
500
$a
Source: Dissertations Abstracts International, Volume: 83-05, Section: B.
500
$a
Advisor: Taegtmeyer, Miriam;Blakey, John;Sibanda, Euphemia.
502
$a
Thesis (Ph.D.)--The University of Liverpool (United Kingdom), 2021.
506
$a
This item must not be sold to any third party vendors.
520
$a
BackgroundWhile 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. 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.Objectives1. 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.MethodsA mixed methods approach was taken to establish a theoretically driven, evidence-based game design and explore its acceptability and effect among target users. All primary data were collected in the Philippines between August 2016 and December 2018.A literature review was combined with formative work in the Philippines to determine theintended learning and behaviour outcomes of the game. The formative work comprised: 1) semi-structured qualitative interviews with men who have sex with men (MSM) and transgender women (TGW) in the National Capital Region (NCR) to inform the learning objectives; and 2) a retrospective review of attrition along the HIV care cascade conducted at four HIV testing and counselling clinics (three in the NCR and one in the Davao Region). An additional review of games for health literature underpinned the development of a conceptual framework to inform the game design and evaluation.The game was developed through an iterative user-centred design process: game design (November 2016 to February 2017), prototype testing (August 2017 to November 2017) and game analytics (December 2017 to December 2018). The game was built by a UK developer with input from a UK physician and Filipino physician, nurse, virologist and epidemiologist. During the game design and prototype testing activities, a total of 40 Filipino participants comprising target users and trained HIV counsellors engaged in participatory design workshops, extended playtests and focus group discussions.
590
$a
School code: 0722.
650
4
$a
Design.
$3
518875
650
4
$a
Human immunodeficiency virus--HIV.
$3
3564909
650
4
$a
Acquired immune deficiency syndrome--AIDS.
$3
3564911
650
4
$a
Gender identity.
$3
523751
650
4
$a
Epidemics.
$3
588395
650
4
$a
Epidemiology.
$3
568544
650
4
$a
Medicine.
$3
641104
650
4
$a
Public health.
$3
534748
650
4
$a
Southeast Asian studies.
$3
3344898
650
4
$a
Regional studies.
$3
3173672
690
$a
0389
690
$a
0766
690
$a
0564
690
$a
0573
690
$a
0222
690
$a
0604
710
2
$a
The University of Liverpool (United Kingdom).
$3
1684840
773
0
$t
Dissertations Abstracts International
$g
83-05B.
790
$a
0722
791
$a
Ph.D.
792
$a
2021
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28827659
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9473107
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入
(1)帳號:一般為「身分證號」;外籍生或交換生則為「學號」。 (2)密碼:預設為帳號末四碼。
帳號
.
密碼
.
請在此電腦上記得個人資料
取消
忘記密碼? (請注意!您必須已在系統登記E-mail信箱方能使用。)