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. 2018 Feb 1;7(1):51–66. doi: 10.1089/g4h.2017.0002

Table 1.

Codes for Preteen and Parent Focus Group Discussions

Coding analysis is based on selected constructs from the Self-Determination Theory (SDT)1–3 and the Health Belief Model4,5. In addition, we have included game elements and gamification components.6
 (1) Self-Determination Theory constructs
  Intrinsic motivation: Doing something because it is inherently interesting or enjoyable, and motivation based in the inherent satisfaction derived from action.
  Autonomy: A sense of volition or willingness when doing a task.
  Competence: The ability to do something successfully or efficiently or a need for challenge and feelings of efficacy.
  Enjoyment: Doing something because one enjoys it.
  Intentions for future play: Plans to play at least one more time.
 (2) Health Belief Model
  Perceived susceptibility to HPV infection: One's opinion of chances of getting a condition.
  Perceived severity of HPV infection: One's opinion of how serious a condition and its consequences are.
  Perceived benefits of HPV vaccine: One's belief in the efficacy of the advised action to reduce risk or seriousness of impact.
  Perceived barriers to getting HPV vaccine: One's opinion of the tangible and psychological costs of the advised action.
  Cues to action to get vaccinated against HPV: Strategies to activate readiness.
  Self-efficacy to get vaccinated against HPV: Confidence in one's ability to take action.
 (5) Knowledge and awareness
  Info source provider: Private provider or health department.
  Info source family: Any family member or relative, including a parent.
  Info source friends: Any friend, peer, or classmate.
  Info source media: Website, Internet, brochure, poster, or advertisement.
 (3) Game elements
  Components may include: Self-representation with avatars; Three dimensional environments; Narrative context (or story); Feedback; Reputations, ranks, and levels; Marketplaces and economies; Competition under rules that are explicit and enforced; Teams; Parallel communication; Systems that can be easily configured; Time pressure.
 (4) Gamification
  Components may include: Leaderboards; Levels; Digital rewards (points, badges); Real-world prizes; Competitions; Social or peer pressure.
 (6) Attitudes and intentions
  Favorable attitudes: Any response that supports HPV vaccination.
  Nonfavorable attitudes: Any response that does not support HPV vaccination.
  Intent to pursue HPV vaccination: The likelihood respondent will get more information about the HPV vaccine or get vaccinated.

HPV, human papillomavirus.