Skip to main content
OpenTrials
Completed

NCT Number: NCT02812329

Intervention to Encourage HIV Testing and Counseling Among Adolescents

This study aims to minimize risk of human immunodeficiency virus (HIV) in adolescent boys and girls, ages 15-16, by promoting HIV testing and counseling (HTC) through the use of an interactive videogame. With input from focus groups of adolescents, the investigators will adapt an HIV prevention videogame, PlayForward: Elm City Stories, for adolescents ages 15-16 . The investigators will then pilot test the videogame in 30 adolescents to assess the acceptability and feasibility of the videogame. They will also assess whether the videogame increased the participants' intentions to obtain HTC, whether they actually obtained HTC, and whether the videogame increased knowledge of HIV.

Completed

Looking for future studies?

Notify Me

Key information

About this study

Adolescents are at high risk of contracting human immunodeficiency virus (HIV). To help them to minimize their risk and maintain their uninfected status, it is critical to give them the information, motivation, and skills to get HIV testing and counseling (HTC).

The current proposal focuses on adapting an existing HIV prevention videogame, PlayForward: Elm City Stories (R01HD062080), developed for 11-14 year olds, to include a primary focus on promoting access to and uptake of HTC in adolescent boys and girls, ages 15-16. PlayForward, an engaging and interactive videogame grounded in social learning theory and the theory of planned behavior, was developed through extensive work with its target audience to focus on the delay of sexual initiation in young teens and is currently demonstrating preliminary efficacy in a large randomized controlled trial (RCT).

In this Phase I proposal, PlayForward will be adapted for use in a slightly older age group with the primary outcome of encouraging them (increasing intentions) to obtain HTC and increasing knowledge about HIV/AIDS.

Working with the multi-disciplinary team of the play2PREVENT (p2P) Lab, we will conduct the formative work with our target audience and content experts to modify PlayForward for a focus on promoting HTC. To this end, our specific aims for this Phase I proposal targeting HTC in 15-16 year old adolescents are to:

Aim 1: Translate our culturally and socially-tailored videogame PlayForward to focus on HTC in an older age group of 15-16 year old boys and girls by:

  • Developing a conceptual model of the theoretical mechanisms of behavior change to be applied specifically within the game. We will develop this model with input from 4 focus groups of 5 adolescents each (n = 20, aged 15-16) and the extant literature.
  • This model will inform the development of a set of intervention manuals ("Game Playbooks") targeting the new outcome.

Aim 2: Modify aspects of the PlayForward game to reflect this new focus by pilot testing it with 30 adolescents, aged 15-16 to determine in a pre-post design:

  • The intervention's acceptability and feasibility using self-report data on the game play experience.
  • Preliminary evidence of the efficacy of the intervention by collecting data on i) intentions to seek HTC; ii) actual obtaining of HTC; and iii) knowledge about HIV/AIDS.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • participants must: 1) be 15-16 years of age and 2) be able to participate in a mobile videogame (willing to sit with a tablet computer for 60 minutes/session to play the game).

Exclusion criteria

-

Treatment and study plan

HIV prevention videogame

Behavioral

Assess acceptability and efficacy of a HIV prevention videogame

Primary outcomes

  1. Efficacy of a HIV prevention videogame measured by self-report questionnaire developed by the study team,

    Time frame: After 3 weeks of using the videogame

    Efficacy measure will include items on intentions around HIV Testing/Counseling and knowledge of HIV.

  2. Efficacy of a HIV prevention videogame measured by self-report questionnaire developed by the study team.

    Time frame: Three weeks after 3 weeks of using the videogame

    Efficacy measure will include items on intentions around HIV Testing/Counseling and knowledge of HIV.

Secondary outcomes

  1. Satisfaction/acceptability of the HIV prevention videogame measured by self-report questionnaire developed by the study team.

    Time frame: After 3 weeks of using the videogame

Sponsors and collaborators

Lead sponsor

Yale University

Other

Collaborators

  • Digitalmill

Registry information

Important dates

Study start
2016
Primary completion
2016
Study completion
2016
First posted
Jun 24, 2016
Registry last updated
Feb 13, 2017

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.

Published trials that share one or more normalized conditions with this study.