论文已发表
注册即可获取德孚的最新动态
IF 收录期刊
针对艾滋病病毒感染者开发的一款数字教育游戏的用户体验及可接受性:用于自我管理健康教育
Authors Tian M , Xie L, Wei W, Chen Y, Tang J
Received 28 May 2025
Accepted for publication 31 July 2025
Published 20 August 2025 Volume 2025:19 Pages 2593—2608
DOI https://doi.org/10.2147/PPA.S538527
Checked for plagiarism Yes
Review by Single anonymous peer review
Peer reviewer comments 2
Editor who approved publication: Dr Emma Veale
Min Tian,1,2 Longsheng Xie,3 Wei Wei,2 Yanhua Chen,1,2 Jian Tang4
1Department of Nursing, The Affiliated Hospital, Southwest Medical University, Luzhou, People’s Republic of China; 2School of Nursing, Southwest Medical University, Luzhou, People’s Republic of China; 3Department of Nephrology, The Affiliated Hospital, Southwest Medical University, Luzhou, People’s Republic of China; 4Department of Infectious Diseases, The Affiliated Hospital, Southwest Medical University, Luzhou, People’s Republic of China
Correspondence: Jian Tang, Email tangjian034@swmu.edu.cn
Background: The self-management of people living with HIV plays a pivotal role in enhancing their health quality of life. However, the self-management practices within this population are suboptimal. Therefore, it is imperative to reinforce HIV self-management education interventions to improve self-management ability among people living with HIV. The advent of digital educational games presents an unparalleled opportunity for innovative educational methods.
Objective: This study aimed to evaluate the user experience and acceptability of a digital educational game as a novel health education intervention to support self-management for people living with HIV.
Methods: A mixed-method study with explanatory sequential design was conducted to evaluate the user experience and acceptability of a digital educational game for self-management health education among people living with HIV. Fifty people living with HIV participated in this study and completed a questionnaire to investigate their user experience after playing the game. Nine participants were interviewed face-to-face to evaluate the acceptability of the game. Categorical data are presented as percentages. Qualitative data were analyzed via thematic analysis.
Results: The overall user evaluation of the “Cute Pet Butler” by the 50 participants (28 males and 22females with an average age of 33.64 years) was excellent or good at 90.91%, medium at 8.64%, and poor at 0.45%. The interviewees included 5 males and 4 females, with ages ranging from 23--51 years. After analyzing the interview data, the acceptability evaluation of the “Cute Pet Butler” with five themes were extracted, that are: perceived usefulness, perceived ease of use, positive user attitudes, the intention of game playing, and modification suggestions.
Conclusion: Cute Pet Butler had a good user experience and acceptance among people living with HIV. These results support further evaluation of its effectiveness as a new method to improve self-management health education interventions for people living with HIV.
Keywords: people living with HIV, self-management, health education, digital educational games, user experience, acceptability