Intervention to Encourage HIV Testing and Counseling Among Adolescents
1 other identifier
interventional
26
0 countries
N/A
Brief Summary
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for phase_1
Started Sep 2016
Shorter than P25 for phase_1
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
June 21, 2016
CompletedFirst Posted
Study publicly available on registry
June 24, 2016
CompletedStudy Start
First participant enrolled
September 1, 2016
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 1, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2016
CompletedFebruary 13, 2017
February 1, 2017
3 months
June 21, 2016
February 10, 2017
Conditions
Outcome Measures
Primary Outcomes (2)
Efficacy of a HIV prevention videogame measured by self-report questionnaire developed by the study team,
Efficacy measure will include items on intentions around HIV Testing/Counseling and knowledge of HIV.
After 3 weeks of using the videogame
Efficacy of a HIV prevention videogame measured by self-report questionnaire developed by the study team.
Efficacy measure will include items on intentions around HIV Testing/Counseling and knowledge of HIV.
Three weeks after 3 weeks of using the videogame
Secondary Outcomes (1)
Satisfaction/acceptability of the HIV prevention videogame measured by self-report questionnaire developed by the study team.
After 3 weeks of using the videogame
Study Arms (1)
HIV prevention videogame
EXPERIMENTALParticipants will play PlayForward on a tablet computer for 1 hour, two times per week for 3 weeks.
Interventions
Assess acceptability and efficacy of a HIV prevention videogame
Eligibility Criteria
You may qualify if:
- 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).
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Yale Universitylead
- Digitalmillcollaborator
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Lynn E. Fiellin, M.D.
Yale University
Study Design
- Study Type
- interventional
- Phase
- phase 1
- Allocation
- NA
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
June 21, 2016
First Posted
June 24, 2016
Study Start
September 1, 2016
Primary Completion
December 1, 2016
Study Completion
December 1, 2016
Last Updated
February 13, 2017
Record last verified: 2017-02