Parent–Child Responses to a Digital Cancer Prevention Game: Pre–Post Changes in HPV-Related Outcomes
Other Titles
PechaKucha Presentation
Abstract
Purpose: This presentation examined pre–post changes among parent–child dyads who received HPV Detective, a digital game promoting HPV vaccination and cancer prevention. We compared intervention effects between parents and children to understand how digital tools influence family-centered determinants of HPV vaccination.
Methods: Thirty-one parent–child dyads (n=62) completed online surveys at baseline (T0) and immediately post-intervention (T1) while playing the 10–15-minute game in pediatric clinics before seeing the provider. Surveys included sociodemographic characteristics and validated scales assessing HPV knowledge, attitudes, behavioral control, subjective norms, and vaccination intention. Paired t-tests and descriptive analyses assessed within-person changes, with results confirmed using nonparametric tests.
Results: Most parents were female (90.3%; mean age 43.0 years). Children (mean age 11.6 years) were evenly split by sex, and 41.9% received free or reduced-price lunch. Mothers were the most common vaccine decision-maker (51.6%). Parents demonstrated stronger improvements across HPV-related constructs, including attitudes (p = .009), knowledge (p = .030), and facilitators (p = .004), along with gains in subjective norms, behavioral control, and communication comfort. Parent vaccination intention increased from 54.8% to 74.2% (effect size d = –0.30). Children showed similar directional patterns in these constructs, with vaccination intention increasing from 35.5% to 48.4% (d = –0.11). Parents exhibited larger and more meaningful gains than children. Currently, 52% of intervention children have received their first HPV vaccine, and vaccine uptake data collection is ongoing.
Conclusions and implications: Parents and children benefited from the digital game, with parents showing stronger gains in determinants of HPV vaccination. Findings highlight the value of a nurse-led, family-centered digital game intervention to promote HPV vaccination and prevent related cancers. Brief, scalable tools delivered in pediatric clinics can strengthen vaccine readiness and reduce missed opportunities.
Notes
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References:
Ajzen, I. (2022). The Theory of Planned Behavior. Annual Review of Policy Design, 10(1), 1–20.
Chen, A. C. C., Liu, C. H., Arcoleo, K., Ling, J., & Robbins, L. B. (2024). Factors associated with adolescents' human papillomavirus vaccination intention: A cross-sectional survey. Nursing open, 11(12), e70110. https://doi.org/10.1002/nop2.70110
Ou, L., Chen, A. C. C., Reifsnider, E., Todd, M., Amresh, A., & Mun, C. J. (2025). Empowering unvaccinated youth: Feasibility, acceptability, and efficacy of a COVID-19 serious game-based intervention. Games for Health Journal. PMID: 39360753 doi: 10.1089/g4h.2024.0011
Ou, L., Reifsnider, E., Chen, A. C. C., Todd, M., Amresh, A., & Mun, C. J. (2024). Using gaming to promote vaccination among youth: A systematic review. SAGE Open Nursing,10, 1–17. https://doi.org/10.1177/23779608241256998
Rosenstock, I. M. (1990). The health belief model: Explaining health behavior through expectancies. In K. Glanz, F. M. Lewis, & B. K. Rimer (Eds.), Health behavior and health education: Theory, research, and practice (pp. 39–62). Jossey-Bass/Wiley.
Sigma Membership
Alpha Psi, Beta Upsilon
Type
Presentation
Format Type
Text-based Document
Study Design/Type
Other
Research Approach
Other
Keywords:
Public and Community Health, Academic-Clinical Partnership, Digital Learning, Digital Technology, Video Games, Cancer Prevention, Cervical Cancer
Recommended Citation
Chen, Angela Chia-Chen; Todd, Michael; Reifsnider, Elizabeth; and Amresh, Ashish, "Parent–Child Responses to a Digital Cancer Prevention Game: Pre–Post Changes in HPV-Related Outcomes" (2026). International Nursing Research Congress (INRC). 257.
https://www.sigmarepository.org/inrc/2026/presentations_2026/257
Conference Name
37th International Nursing Research Congress
Conference Host
Sigma Theta Tau International
Conference Location
Toronto, Ontario, Canada
Conference Year
2026
Rights Holder
All rights reserved by the author(s) and/or publisher(s) listed in this item record unless relinquished in whole or part by a rights notation or a Creative Commons License present in this item record. All permission requests should be directed accordingly and not to the Sigma Repository. All submitting authors or publishers have affirmed that when using material in their work where they do not own copyright, they have obtained permission of the copyright holder prior to submission and the rights holder has been acknowledged as necessary.
Review Type
Abstract Review Only: Reviewed by Event Host
Acquisition
Proxy-submission
Date of Issue
2026-09-05
Parent–Child Responses to a Digital Cancer Prevention Game: Pre–Post Changes in HPV-Related Outcomes
Toronto, Ontario, Canada
Purpose: This presentation examined pre–post changes among parent–child dyads who received HPV Detective, a digital game promoting HPV vaccination and cancer prevention. We compared intervention effects between parents and children to understand how digital tools influence family-centered determinants of HPV vaccination.
Methods: Thirty-one parent–child dyads (n=62) completed online surveys at baseline (T0) and immediately post-intervention (T1) while playing the 10–15-minute game in pediatric clinics before seeing the provider. Surveys included sociodemographic characteristics and validated scales assessing HPV knowledge, attitudes, behavioral control, subjective norms, and vaccination intention. Paired t-tests and descriptive analyses assessed within-person changes, with results confirmed using nonparametric tests.
Results: Most parents were female (90.3%; mean age 43.0 years). Children (mean age 11.6 years) were evenly split by sex, and 41.9% received free or reduced-price lunch. Mothers were the most common vaccine decision-maker (51.6%). Parents demonstrated stronger improvements across HPV-related constructs, including attitudes (p = .009), knowledge (p = .030), and facilitators (p = .004), along with gains in subjective norms, behavioral control, and communication comfort. Parent vaccination intention increased from 54.8% to 74.2% (effect size d = –0.30). Children showed similar directional patterns in these constructs, with vaccination intention increasing from 35.5% to 48.4% (d = –0.11). Parents exhibited larger and more meaningful gains than children. Currently, 52% of intervention children have received their first HPV vaccine, and vaccine uptake data collection is ongoing.
Conclusions and implications: Parents and children benefited from the digital game, with parents showing stronger gains in determinants of HPV vaccination. Findings highlight the value of a nurse-led, family-centered digital game intervention to promote HPV vaccination and prevent related cancers. Brief, scalable tools delivered in pediatric clinics can strengthen vaccine readiness and reduce missed opportunities.
Description
A brief nurse-led digital game improved HPV-related attitudes, knowledge, and intention among parent–child dyads in pediatric clinics. Early uptake data indicate 52% of children received their first HPV vaccine. The intervention supports scalable, family-centered cancer prevention.