Abstract: Acceptability/Feasibility of “Latinos Unidos”: An Innovative Microgame Combatting Health Misinformation for Latino PLWH

◆ Victoria Orrego Dunleavy, University of Miami
◆ Regina Jihea Ahn, University of Miami
◆ Lindsay D. Grace, University of Miami
◆ Daniel Mayo, National Taiwan University

Background/Rationale: Pandemic mitigation strategies including shelter-in-place orders and social distancing combined with the widespread COVID “infodemic” have interacted synergistically to worsen already compromised mental health outcomes of PLWH. Pandemic effects included the inability to manage stress, maintain a social support network, get an adequate amount of sleep, and manage affective symptoms. Furthermore, COVID-19 misinformation led to higher rates of depression, stress, affected the antecedents of compliance behavior, and decreased vaccine acceptance and self-protection behaviors. These unfortunate consequences provided an opportunity to combat dis/misinformation in a novel and engaging manner by addressing the unmet needs of Latinos living with HIV. We developed a three-part microgame, ‘Latino Unidos”, targeting individual media health literacy education that could be mobilized to protect the mental health of Latino PLWH as well as promote HIV care during the pandemic. The evolving nature of the novel COVID-19 pandemic required rapid dissemination of health and prevention-related information in an engaging manner, and microgames are well suited for this context. Our work embraces an innovative design using a microgame platform. This paper discusses the acceptability and feasibility of the “Latino Unidos” microgame modules.
Method: We utilized a community-based approach by working with two local community partners and conducted three interviews and four focus groups from three participant perspectives: Latino PLWH, ID providers, and community health workers. Module content focused on media literacy goals of access, understanding, scrutinizing, and application. Participants watched a researcher play a round of each game and then evaluated each module, COVID Quiz, Myth Buster, Making Health Choices, by answering questions assessing acceptability and feasibility perceptions.
Results: A constant comparative analytical method was used to identify themes around acceptability and feasibility. Data offered from each round of module review indicated that each of the game experiences supported the aim of addressing health mis/disinformation by demonstrating appeal and utility for microgame creation. The greatest appeal was demonstrated in module 1 (COVID Quiz), followed by the story-driven narrative - Making Healthy Choices (module 3). The Myth Buster (module 2) microgame simulating social media had appeal except for the older PLWH. Overall, this outcome demonstrates player interest and usability thereby encouraging further microgame customization and optimization.
Discussion: The novel COVID 19 pandemic has spotlighted existing health disparities among Latino PLWH and requires novel approaches to combat the unprecedented mental health burdens. Our community-engaged “Latinos Unidos” microgames leverages visual and technological resources to increase rapid dissemination of evolving novel health information. Preliminary acceptability and feasibility data indicated appeal and utility for microgame creation, introducing a playful and interactive alternative to engaging with health information. However, this platform is not restricted to COVID-19, as diseases and science evolve, new communication tools will be needed to promote learning, literacy, and adaptation of preventive health behaviors across many diverse communities. Our approach helped illuminate the intersection between content development – around media literacy - and the microgame modality as a potential novel mHealth resource. Study outcomes offer meaningful suggestions and strategies for optimizing content effectiveness and intervention material dissemination.