ArticleStudies in health technology and informatics2025
Applying Gamification Principles to a Mhealth App to Support Adherence to Hiv Medication in a Resource-Limited Setting.
Article in Studies in health technology and informatics, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04930198 (PeerNaija), which is not on this map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
PeerNaija: A Mobile Health Platform Incentivizing Medication Adherence Among Youth Living With HIV in Nigeria
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
Abstract
Medication adherence is a predictor of mortality and morbidity for people living with HIV, with many youth living with HIV (YLWH) in low- and middle-income countries (LMICs) having low adherence rates. This paper details use of gamification principles to develop a medication adherence app (PEERNaija) to support YLWH in Nigeria. The employed gamification features were informed by theory-driven approaches, other similar applications, broad-based focus group discussions, wireframe-based feedback, and revisions after 6-months of end-user testing, feedback and application use. Key gamification features employed included personalization, points, progress tracking, leaderboards, achievements, and normative messaging, among others. By employing a user-centered approach in a culturally-relevant context, we were able to develop an application that appealed to YLWH, encouraging them to take and log their medications while incentivizing them to reach the adherence levels required to adequately control their HIV disease. Evaluation of various elements of the intervention is underway.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.