Serious Games for HIV Prevention Among Adolescents in a Global Context: A Scoping Review

ABSTRACT: Adolescents constitute a vulnerable group in the context of HIV because of early sexual debut and engagement in risk behaviors. Traditional health education methods face significant challenges regarding their effectiveness in altering risk perception and promoting sustainable behavioral changes among youth. In this scenario, serious games (SG)-educational technologies that integrate game mechanics for pedagogical and therapeutic purposes, moving beyond pure entertainment-emerge as an approach for HIV prevention. Our study sought to answer the following: What are the types and themes of SGs produced for the prevention of HIV transmission among adolescents? Thus, the objective of this scoping review was to map the types and themes of these games developed for this purpose in the literature. This scoping review, conducted between June and August 2024, was guided by the Joanna Briggs Institute methodology and reported in accordance with the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews guidelines. Thirteen databases were searched. The 21 selected studies identified four types of SG (video games, mobile applications, card games, and board games), addressing five central themes (HIV testing, prevention, risk behaviors, affective relationships, and sexual and reproductive health). The digital format predominated (87.5%), specifically for computers (47.6%) and smartphones (38%). Serious games are effective in HIV prevention among adolescents by surpassing conventional health education methods through immersion and empowerment. They reinforce the need for combination prevention by integrating gaming into health promotion strategies to reduce vulnerability.

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Publication Details

Journal
Journal of the Association of Nurses in AIDS Care
Published
2026-06-24
DOI
https://doi.org/10.1097/jnc.0000000000000669
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Serious Games for HIV Prevention Among Adolescents in a Global Context: A Scoping Review

Luzia Cibele de Souza Maximiano, Vanessa Carla do Nascimento Gomes Brito, Alexsandra Rodrigues Feijão, Fernanda Belmiro de Andrade et al.
Journal of the Association of Nurses in AIDS Care
Educational Games and Gamification
article

Serious Games for HIV Prevention Among Adolescents in a Global Context: A Scoping Review

Luzia Cibele de Souza Maximiano, Vanessa Carla do Nascimento Gomes Brito, Alexsandra Rodrigues Feijão, Fernanda Belmiro de Andrade, Jocellem Alves de Medeiros, Rogéria Moreira de Abrantes, Elanna Nayele de Freitas Costa, Raissa Martins de Andrade
article en

Abstract

ABSTRACT: Adolescents constitute a vulnerable group in the context of HIV because of early sexual debut and engagement in risk behaviors. Traditional health education methods face significant challenges regarding their effectiveness in altering risk perception and promoting sustainable behavioral changes among youth. In this scenario, serious games (SG)-educational technologies that integrate game mechanics for pedagogical and therapeutic purposes, moving beyond pure entertainment-emerge as an approach for HIV prevention. Our study sought to answer the following: What are the types and themes of SGs produced for the prevention of HIV transmission among adolescents? Thus, the objective of this scoping review was to map the types and themes of these games developed for this purpose in the literature. This scoping review, conducted between June and August 2024, was guided by the Joanna Briggs Institute methodology and reported in accordance with the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews guidelines. Thirteen databases were searched. The 21 selected studies identified four types of SG (video games, mobile applications, card games, and board games), addressing five central themes (HIV testing, prevention, risk behaviors, affective relationships, and sexual and reproductive health). The digital format predominated (87.5%), specifically for computers (47.6%) and smartphones (38%). Serious games are effective in HIV prevention among adolescents by surpassing conventional health education methods through immersion and empowerment. They reinforce the need for combination prevention by integrating gaming into health promotion strategies to reduce vulnerability.

Journal of the Association of Nurses in AIDS Care
Universidade Federal do Rio Grande do Norte (BR)
Openalex Percentile: Top 4%
Educational Games and Gamification
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