Learning Objective 1: Understand the need for contextually relevant HIV prevention interventions for rural adolescents
Learning Objective 2: State three findings of this study
Methods: Working with a community based HIV service organization; eight focus group sessions were conducted with four groups of adolescents. Groups were segmented by age and gender. A total of 38 rural participants provided the formative data on the design and content of an adventure HIV prevention games.
Results: Adolescents supported the use of digital games in HIV prevention and had specific recommendations for the design of such games. Participants wanted the games to reflect their lives and context. Themes emerging from the qualitative data include; players’ control, virtual reward systems, immersive action reflecting the real world, and the need for tailoring.
Conclusion: Study participants provided very specific recommendations for the content and design of an HIV prevention digital game. Findings will be used by community health nurses in the design of a contextually relevant digital game prototype that is responsive to the target population’s recommendations to “make it like the real world.”