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Abstract #3432 - Poster 1
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Session: 58.32: Poster 1 (Poster) on Tuesday in Chaired by
Authors: Presenting Author: Professor Larry Brown - Rhode Island Hospital, Brown University, United States
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Additional Authors:
Dr Kouassi Martin,
Mr Brou Sylvain,
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Aim: To develop and test the feasibility and acceptability of an iPhone game to improve antiretroviral treatment adherence for young adults living with HIV.
Despite the need for consistent adherence, youth and young adults living with HIV have suboptimal rates of adherence to antiretroviral treatment.
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Method / Issue: We have developed the first iPhone game to promote antiretroviral treatment adherence among YLWH in the United States. A smart pill bottle monitoring device is integrated into the app/game to both measure adherence and enhance game play. In-depth interviews were conducted with 20 youth living with HIV (ages 14-24) to develop an action-oriented adventure game to increase health information, improve motivation, and build skills for adherence. Using the Information-Motivation-Behavior Model (IMB) as an organizing framework, the interviews elicited feedback on game characteristics, suitability, and interactions between the game, the smart pill bottle, and phone.
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Results / Comments: Consistent themes emerged from the interviews, which were integrated into the app/game and will be tested in a randomized controlled trial: (1) gaming characteristics important to YLWH included directly killing HIV with weapons, improving health by taking pills, increasingly harder levels of play to increase self efficacy, and HIV-relevant images and facts. Participants remarked that seeing facts about the deadly consequences of HIV were important for motivation. (2) YLWH found it acceptable to have HIV pictured in the scenes, but did not want HIV in the game title due to concerns about stigma. Several participants noted that many of their older friends with HIV (up to age 29) played iPhone games and would also benefit from this game. (3) YLWH desired multiple interactions between the technologies (smart pill bottle cap and app/game) and requested adherence feedback to their phone and “bonus game points” for adherence.
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Discussion: With a gaming company, Mission Critical Studios, we have developed an engaging, IMB-consistent, HIV-specific app/game to improve antiretroviral treatment adherence. Development of acceptable, feasible, and functional adherence interventions require close collaboration with those living with HIV, technology companies and behavioral scientists. Future research will determine its efficacy in improving treatment adherence.
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