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Community-based interventions in mental health represent a paradigm shift from institution-centered care to treatments embedded within the fabric of local communities. By prioritizing inclusion and leveraging existing societal structures, this approach fosters a supportive environment conducive to addressing mental health challenges while promoting individual dignity and agency.
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Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
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A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation.

Xiaoxiao Zhang1, Erman Lai1

  • 1School of Journalism and Communication, Jinan University, Guangzhou, China.

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|December 15, 2022
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Summary
This summary is machine-generated.

A serious game, The Second Kind of Life with HIV (SKLWH), effectively reduced intimacy stigma in university students. This intervention promotes a participatory approach to developing health games for HIV/AIDS education in China.

Keywords:
HIV-related stigmadigital health interventionentertainment educationgame development and evaluationgames for healthinteractive narrative gamesintimacy stigmamixed methods evaluationparticipatory culturepeople living with HIVserious games

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Area of Science:

  • Public Health
  • Health Communication
  • Game Design

Background:

  • Stigma associated with HIV/AIDS significantly impedes effective treatment and intervention strategies.
  • Serious games represent a growing, yet under-developed, approach for HIV/AIDS control interventions in China.
  • Addressing HIV-related stigma is as critical as implementing behavioral interventions.

Purpose of the Study:

  • To decrease HIV-related stigma in China through the development and evaluation of a serious game.
  • To promote a participatory gamification culture for health interventions.
  • To evaluate the impact of a serious game on reducing stigma among university students.

Main Methods:

  • Development of a serious game, 'The Second Kind of Life with HIV' (SKLWH), using user-generated content.
  • Quantitative and qualitative evaluation methods, including a randomized controlled trial with 167 university students.
  • Focus group discussions with 64 participants to validate quantitative findings and gather in-depth insights.

Main Results:

  • The SKLWH game aims to normalize perceptions of people living with HIV, promoting a 'second life' narrative.
  • A participatory serious game development model (PSGDM) was proposed, guiding the creation of additional HIV-themed games.
  • The game intervention demonstrated a significant advantage in decreasing intimacy stigma (P=.04), which was found to be more severe than morality or personal interaction stigma. Females showed greater tolerance for morality stigma than males (P=.01).

Conclusions:

  • HIV/AIDS education requires media interventions, particularly serious games, to mitigate diverse forms of stigma, especially intimacy stigma.
  • The proposed PSGDM can foster the development of more health-focused games.
  • Effective HIV/AIDS intervention necessitates interdisciplinary collaboration to encourage broader participation and shared responsibility in health promotion.