Exploring HIV perceptions and the educational influence of the battle in the blood mobile game among key populations in the Philippines

The Philippines is experiencing a growing HIV epidemic, particularly among gay, bisexual, and other men who have sex with men (GBMSM) and transgender women (TGW). Battle in the Blood (BitB), a mobile game, was developed to promote HIV awareness and encourage testing through gamified health education. This study examines users’ perceptions of HIV and BitB’s influence on their awareness and reflections related to HIV while identifying areas to enhance its educational impact. A qualitative descriptive study using semi-structured interviews was employed with 25 BitB users aged 18–30, primarily GBMSM and TGW, with some heterosexual-identifying male participants, recruited from Metro Manila and Davao City. Interviews were transcribed, coded, and analyzed thematically using a combination of inductive and deductive approaches. Two key themes emerged: (1) perceptions of the present state of HIV in the Philippines and (2) the experiences of young key populations with BitB. Participants highlighted the game’s ability to humanize people living with HIV (PLHIV) and reduce stigma. However, they also identified areas for improvement, such as incorporating more interactive gameplay and educational features. BitB demonstrates potential as an engaging tool for HIV education and stigma reduction among key populations. Enhancing gameplay and outreach could strengthen its role as a user-informed, developmental digital health education tool within broader HIV promotion strategies in the Philippines.

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Publication Details

Journal
Discover Public Health
Published
2026-04-12
DOI
https://doi.org/10.1186/s12982-026-01866-6
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Exploring HIV perceptions and the educational influence of the battle in the blood mobile game among key populations in the Philippines

Emmanuel S. Baja, Zypher Jude G. Regencia, Ernest Genesis Guevara, Charlotte Hemingway
Discover Public Health
Educational Games and Gamification
article

Exploring HIV perceptions and the educational influence of the battle in the blood mobile game among key populations in the Philippines

Emmanuel S. Baja, Zypher Jude G. Regencia, Ernest Genesis Guevara, Charlotte Hemingway
article en

Abstract

The Philippines is experiencing a growing HIV epidemic, particularly among gay, bisexual, and other men who have sex with men (GBMSM) and transgender women (TGW). Battle in the Blood (BitB), a mobile game, was developed to promote HIV awareness and encourage testing through gamified health education. This study examines users’ perceptions of HIV and BitB’s influence on their awareness and reflections related to HIV while identifying areas to enhance its educational impact. A qualitative descriptive study using semi-structured interviews was employed with 25 BitB users aged 18–30, primarily GBMSM and TGW, with some heterosexual-identifying male participants, recruited from Metro Manila and Davao City. Interviews were transcribed, coded, and analyzed thematically using a combination of inductive and deductive approaches. Two key themes emerged: (1) perceptions of the present state of HIV in the Philippines and (2) the experiences of young key populations with BitB. Participants highlighted the game’s ability to humanize people living with HIV (PLHIV) and reduce stigma. However, they also identified areas for improvement, such as incorporating more interactive gameplay and educational features. BitB demonstrates potential as an engaging tool for HIV education and stigma reduction among key populations. Enhancing gameplay and outreach could strengthen its role as a user-informed, developmental digital health education tool within broader HIV promotion strategies in the Philippines.

Discover Public HealthVol. 23(1)
Liverpool School of Tropical Medicine (GB), José Rizal University (PH), UNSW Sydney (AU), University of the Philippines Manila (PH), De La Salle University (PH)
Philippine Council for Health Research and Development
Good health and well-being
Openalex Percentile: Top 27%
Educational Games and Gamification
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