A Mobile Phone Game to Prevent HIV Among Young Africans
2 other identifiers
interventional
60
1 country
1
Brief Summary
This project will test the feasibility of an electronic game to prevent HIV among African preadolescents, delivered via inexpensive Android smart phones. In order to collect feasibility data for a future randomized controlled trial, this study involves the pilot-testing of the intervention with a sample of young people in Nyanza region, Kenya, where 11.4% of young women ages 15-24 are HIV-infected. This feasibility study will be carried out with the Kenya Medical Research Institute (KEMRI).
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Mar 2017
Shorter than P25 for not_applicable
1 active site
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
February 13, 2017
CompletedFirst Posted
Study publicly available on registry
February 15, 2017
CompletedStudy Start
First participant enrolled
March 20, 2017
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 19, 2017
CompletedStudy Completion
Last participant's last visit for all outcomes
June 19, 2017
CompletedResults Posted
Study results publicly available
October 17, 2019
CompletedOctober 17, 2019
September 1, 2019
3 months
February 13, 2017
August 27, 2019
September 23, 2019
Conditions
Keywords
Outcome Measures
Primary Outcomes (9)
Number Interested in Participating
To evaluate the feasibility of conducting a technology based intervention in a low resource area, the number of eligible individuals who were interested in participating after hearing about the study was examined. Letters were sent to 150 families inviting them to attend an informational meeting and 126 attended a meeting and were assess for eligibility.
Month 1
Time to Recruitment of 60 Participants
The number of days needed to recruit 60 participants.
Month 1
Number of Participants Lost to Follow Up
The number of participants who consented to participate but then later could not be reached prior to completing all study visits.
Duration of Study (Up to 4 Months)
Number of Participants Completing the Study
The number of participants who completed all study visits after providing consent are presented here.
Duration of Study (Up to 4 Months)
Number of Phones Returned
The phone retention rate (phones not lost during the intervention) was assessed by the number of phones returned at the end of the intervention.
Month 2
Number Reporting Game Was Very Fun
Game acceptability was assessed by asking participants how fun playing the game was. The number of participants reporting that the game was "very fun" are presented here.
Day 17 (post-intervention)
Number Reporting the Game is Valuable
The value of the game was assessed with several questions regarding how much the participants learned and how useful the information is. The number of participants reporting that they learned a lot, found the information very useful now, and found the information very useful for the future, are presented below.
Day 17 (post-intervention)
Number of Participants Feeling Very Safe
Personal safety associated with being in possession of the phone was assessed by the post-intervention survey. Phones provided for the intervention were set up so that all other features were blocked and only function the phone could perform was playing the game.
Day 17 (post-intervention)
Number of Participants Playing the Game
Participants were asked to play the game for at least one hour per day for 16 days. The number of participants who reported playing the game everyday and the number of participants who reported playing the game for an hour or more each time are presented here.
Day 17 (post-intervention)
Secondary Outcomes (7)
Change in Knowledge
Baseline, Day 17 (post-intervention), 6 Weeks Post-intervention
Change in Self-Efficacy
Baseline, Day 17 (post-intervention), 6 Weeks Post-intervention
Change in Risk Assessment
Baseline, Day 17 (post-intervention), 6 Weeks Post-intervention
Change in Behavioral Intention
Baseline, Day 17 (post-intervention), 6 Weeks Post-intervention
Change in Future Orientation
Baseline, Day 17 (post-intervention), 6 Weeks Post-intervention
- +2 more secondary outcomes
Study Arms (2)
Tumaini Mobile Phone Game
EXPERIMENTALParticipants randomized to this arm will be invited to play the Tumaini game.
Standard of Care
NO INTERVENTIONParticipants randomized to this arm will receive no intervention beyond the current standard of care for sexual education.
Interventions
Tumaini is a scenario-based role-playing game application, optimized for use on low-cost Android smartphones. Participants will be invited to play the game for at least ten hours over a period of three weeks. The game is designed to: educate players about sexual health and HIV/AIDS; build risk-reduction skills and related self-efficacy for prevention of HIV/STIs and unintended pregnancy; challenge HIV stigma and harmful gender norms; and promote parent-child dialogue.
Eligibility Criteria
You may qualify if:
- Aged 11-14 at time of recruitment
- Resident in Nyanza region, Kenya
- Having basic literacy in English
- Only one child enrolled per family
You may not qualify if:
- Aged \<11 or \>14 at time of recruitment
- Not resident in Nyanza region, Kenya
- Without basic literacy in English
- Sibling to a child already enrolled in the study
- Participant in formative research to inform the study
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Emory Universitylead
- National Institute of Mental Health (NIMH)collaborator
- Kenya Medical Research Institutecollaborator
Study Sites (1)
Kenya Medical Research Institute
Kisumu, Kenya
Related Publications (3)
Winskell K, Sabben G, Akelo V, Ondeng'e K, Obong'o C, Stephenson R, Warhol D, Mudhune V. A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial. JMIR Mhealth Uhealth. 2018 Aug 1;6(8):e10482. doi: 10.2196/10482.
PMID: 30068501RESULTSabben G, Akelo V, Mudhune V, Ondeng'e K, Ndivo R, Stephenson R, Winskell K. A Smartphone Game to Prevent HIV Among Young Africans: Protocol for a Randomized Pilot Study of a Mobile Intervention. JMIR Res Protoc. 2019 Mar 27;8(3):e11209. doi: 10.2196/11209.
PMID: 30916661RESULTSabben G, Mudhune V, Ondeng'e K, Odero I, Ndivo R, Akelo V, Winskell K. A Smartphone Game to Prevent HIV Among Young Africans (Tumaini): Assessing Intervention and Study Acceptability Among Adolescents and Their Parents in a Randomized Controlled Trial. JMIR Mhealth Uhealth. 2019 May 21;7(5):e13049. doi: 10.2196/13049.
PMID: 31115348RESULT
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Results Point of Contact
- Title
- Kate Winskell Enger PhD
- Organization
- Emory University
Study Officials
- PRINCIPAL INVESTIGATOR
Kate Winskell, PhD
Emory University
Publication Agreements
- PI is Sponsor Employee
- Yes
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor
Study Record Dates
First Submitted
February 13, 2017
First Posted
February 15, 2017
Study Start
March 20, 2017
Primary Completion
June 19, 2017
Study Completion
June 19, 2017
Last Updated
October 17, 2019
Results First Posted
October 17, 2019
Record last verified: 2019-09
Data Sharing
- IPD Sharing
- Will not share