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.