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Completed

NCT Number: NCT03820609

Interactive Digital Intervention to Prevent Violence Among Young Adults

The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product. Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices. Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability. A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal. This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.

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Key information

Conditions

Age range

18 year–24 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Community College of Rhode Island, Warwick, Rhode Island, United States

Loading trial locations.

About this study

Sexual assault (SA) is prevalent among students at 2- and 4-year colleges. The rate of SA among college students is three times greater than the rate in the general population, making prevention on college campuses a public health priority. There are no college SA prevention programs that document reductions in SA in a rigorous research design. Digital applications that use the theory and strategies of serious games integrate proven theories of behavior change (social cognitive theory, self-determination theory) to produce sustained, measurable behavioral outcomes, and are effective for promoting change in a range of health behaviors. Digital applications have high market potential in light of widespread use of mobile devices among young adults. Problematically, there are no commercially-available digital applications for SA prevention with efficacy in reducing SA. Accordingly, in this proposal, the Interactive Digital Intervention to Prevent Violence among Young Adults team will design, create and pilot the Make a Change digital application. Make a Change is a universal prevention program that aligns with best-practices in prevention, utilizes the theory and strategies of serious games for health, and addresses risk and protective factors for SA across the social ecology of individual, peer and community factors that foster SA. This novel digital application also leverages theories of behavior change within serious games for health, and integrates successful practices in videogame design to promote engagement, learning and skill-building. This team consists of experts in SA prevention, commercial videogame production, the development and testing of serious games for health, and business development and marketing. The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product. Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices. Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability. A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal. This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Between the ages of 18 and 24
  • Enrolled as a student at one of the study sites

Exclusion criteria

  • None

Treatment and study plan

Digital Intervention

Behavioral

This digital application for sexual assault prevention can be completed on a tablet computer.

Primary outcomes

  1. Sexual aggression

    Time frame: 1-month follow-up

    Assessed via the Sexual Experiences Survey - Revised

  2. Sexual victimization

    Time frame: 1-month follow-up

    Assessed via the Sexual Experiences Survey - Revised

  3. Bystander intervention

    Time frame: 1-month follow-up

    Assessed via the Bystander Attitudes Survey

Secondary outcomes

  1. Rape supportive beliefs

    Time frame: 1-month follow-up

    Assessed via the Short-Form Illinois Rape Myth Acceptance Scale

  2. Perception of peer support for sexual aggression

    Time frame: 1-month follow-up

    Assess through items from Boeringer's Social Norms Measure and Clemson's Peer Pressure Measure

  3. Perceived peer norms

    Time frame: 1-month follow-up

    Change in the accuracy in perception of peer norms (assessed via responses to in-app questions)

  4. Bystander intervention confidence

    Time frame: 1-month follow-up

    Assessed via the Bystander Efficacy Scale from ARC-3

  5. Communication of consent

    Time frame: 1-month follow-up

    Assessed via the Consent Experiences Scale

  6. Self-protective behavior

    Time frame: 1-month follow-up

    Assessed via the Alcohol Use Self-Protective Behavior Scale

  7. Psychological barriers to resistance

    Time frame: 1-month follow-up

    Assessed via the Psychological Barriers to Resistance Instrument

Sponsors and collaborators

Lead sponsor

Happy People Games, LLC

Other

Collaborators

  • Clemson University

Registry information

Important dates

Study start
2018
Primary completion
2018
Study completion
2018
First posted
Jan 29, 2019
Registry last updated
Apr 3, 2019

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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