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Serious Games for HIV Prevention Among Adolescents in a Global Context: A Scoping Review
Rogéria Moreira de Abrantes1,2,3,4,5,6,7,8, Fernanda Belmiro de Andrade1,2,3,4,5,6,7,8, Luzia Cibele de Souza Maximiano1,2,3,4,5,6,7,8
1Rogéria Moreira de Abrantes, MSc, is a Doctoral Student in Nursing at Federal University of Rio Grande do Norte (UFRN), Natal, Rio Grande do Norte, Brazil.
Abstract:
Adolescents constitute a vulnerable group in the context of HIV because of early sexual debut and engagement in risk behaviors. Traditional health education methods face significant challenges regarding their effectiveness in altering risk perception and promoting sustainable behavioral changes among youth. In this scenario, serious games (SG)-educational technologies that integrate game mechanics for pedagogical and therapeutic purposes, moving beyond pure entertainment-emerge as an approach for HIV prevention. Our study sought to answer the following: What are the types and themes of SGs produced for the prevention of HIV transmission among adolescents? Thus, the objective of this scoping review was to map the types and themes of these games developed for this purpose in the literature. This scoping review, conducted between June and August 2024, was guided by the Joanna Briggs Institute methodology and reported in accordance with the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews guidelines. Thirteen databases were searched. The 21 selected studies identified four types of SG (video games, mobile applications, card games, and board games), addressing five central themes (HIV testing, prevention, risk behaviors, affective relationships, and sexual and reproductive health). The digital format predominated (87.5%), specifically for computers (47.6%) and smartphones (38%). Serious games are effective in HIV prevention among adolescents by surpassing conventional health education methods through immersion and empowerment. They reinforce the need for combination prevention by integrating gaming into health promotion strategies to reduce vulnerability.
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