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dc.contributor.authorOrumaa, Madleen
dc.contributor.authorCampbell, Suzanne
dc.contributor.authorStøer, Nathalie Charlotte
dc.contributor.authorCastle, Philip E.
dc.contributor.authorSen, Sagar
dc.contributor.authorTrope, Ameli
dc.contributor.authorAdedimeji, Adebola
dc.contributor.authorNygård, Mari
dc.date.accessioned2023-02-28T15:38:25Z
dc.date.available2023-02-28T15:38:25Z
dc.date.created2022-12-23T15:43:55Z
dc.date.issued2022
dc.identifier.citationJMIR Serious Games. 2022, 10 (4), e36197.en_US
dc.identifier.issn2291-9279
dc.identifier.urihttps://hdl.handle.net/11250/3054784
dc.description.abstractBackground: The wide availability of mobile phones has made it easy to disseminate health-related information and make it accessible. With gamification, mobile apps can nudge people to make informed health choices, including attending cervical cancer screening. Objective: This matched retrospective cohort study examined the association between exposure to the FightHPV mobile app gamified educational content and having a cervical exam in the following year. Methods: Women aged 20 to 69 years who signed an electronic consent form after downloading the FightHPV app in 2017 (intervention group) were matched 1:6 with women of the same age and with the same screening history (reference group) in 2015. To estimate the impact of exposure to the FightHPV app, we estimated cumulative incidence and hazard ratios (HRs) with 95% CIs. We used data from the Norwegian Cervical Cancer Screening Program database and Statistics Norway to determine screening participation and outcomes, respectively. Results: We matched 3860 women in the control group to 658 women in the intervention group; 6 months after enrollment, 29.6% (195/658) of the women in the intervention group and 15.21% (587/3860) of those in the reference group underwent a cervical exam (P<.01). Women exposed to the FightHPV app were 2 times more likely to attend screening (adjusted HR 2.3, 95% CI 2.0-2.7), during which they were 13 times more likely to be diagnosed with high-grade abnormality (adjusted HR 12.7, 95% CI 5.0-32.5) than the women in the reference group. Conclusions: Exposure to the FightHPV app significantly increased cervical cancer screening attendance across the various analyses and improved detection of women with high risk for cervical cancer. For the first time, we demonstrated the effectiveness of gamification combined with mobile technology in cancer prevention by empowering women to make active health-related decisions. Gamification can significantly improve the understanding of complicated scientific concepts behind interventions and increase the acceptance of proposed cancer control measures.en_US
dc.language.isoengen_US
dc.publisherJMIR Publicationsen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleImpact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Studyen_US
dc.title.alternativeImpact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Studyen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2022 Madleen Orumaa, Suzanne Campbell, Nathalie C Støer, Philip E Castle, Sagar Sen, Ameli Tropé, Adebola Adedimeji, Mari Nygård.en_US
dc.source.pagenumber13en_US
dc.source.volume10en_US
dc.source.journalJMIR Serious Gamesen_US
dc.source.issue4en_US
dc.identifier.doi10.2196/36197
dc.identifier.cristin2097278
dc.source.articlenumbere36197en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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