NCT04108988

Brief Summary

The purpose of this study is to develop and evaluate an innovative behavioral HIV prevention videogame intervention to bolster motivation and provide skill-building opportunities to improve Black adolescent girls' ability to negotiate around risk including advocating for partner HIV/sexually transmitted infection (STI) testing, increasing their knowledge and awareness of HIV/STIs, and for reducing sexual risk-taking behaviors.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
117

participants targeted

Target at P25-P50 for not_applicable hiv

Timeline
Completed

Started Feb 2022

Shorter than P25 for not_applicable hiv

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

September 26, 2019

Completed
4 days until next milestone

First Posted

Study publicly available on registry

September 30, 2019

Completed
2.3 years until next milestone

Study Start

First participant enrolled

February 1, 2022

Completed
8 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 24, 2022

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

September 24, 2022

Completed
1.1 years until next milestone

Results Posted

Study results publicly available

November 8, 2023

Completed
Last Updated

November 8, 2023

Status Verified

October 1, 2023

Enrollment Period

8 months

First QC Date

September 26, 2019

Results QC Date

September 20, 2023

Last Update Submit

October 16, 2023

Conditions

Keywords

Black adolescent girls

Outcome Measures

Primary Outcomes (6)

  • Feasibility Assessed Using Change in Retention Rates

    Feasibility of this intervention is assessed by the percent of total questionnaires returned out of all distributed at each time point to assess retention rates. Rates \>80% indicate high retention.

    Baseline, 1 month and 4 months

  • Acceptability Assessed Via Self-reported Survey

    Acceptability of the intervention condition is assessed via self-reported survey at the post gameplay time point using the game experience and satisfaction questionnaire, which is a 10-item scale with 4-point Likert-type responses ranging from 1 (strongly disagree) to 4 (strongly agree). Total score range 10-40. Data were collected from participants in the experimental group only. Higher scores indicate stronger agreement with the statement.

    1 month

  • Acceptability Assessed by Favorite Investidate Activities

    Participants were asked to indicate (from a list) their favorite activity in the game. The data presented here indicates the total number of participants in the experimental group that selected each activity as their favorite.

    Month 4

  • Total Time Playing

    The mean total time spent playing the videogame

    Month 4

  • Change From Baseline at 4 Months: HIV/STI Testing- Self

    HIV/STI Testing- self will be used to determine if individuals who play InvestiDate will report more HIV/STI testing and partner testing in comparison to the control condition. Investigators will conduct a longitudinal analysis using a hierarchical linear mixed models approach to compare participants in the intervention group to participants in the control group on reported participant and partner HIV/STI testing from baseline across all follow-up assessments. Data presented here shows the number of participants who said YES they had been tested out of the total number of participants in each group that responded to the question.

    Baseline, 1 month and 4 months

  • Change From Baseline at 4 Months: HIV/STI Testing- Partner

    HIV/STI Testing- partner will be used to test the hypothesis that individuals who play InvestiDate will report more HIV/STI testing and partner testing in comparison to the control condition. The investigators will conduct a longitudinal analysis using a hierarchical linear mixed models approach to compare participants in the intervention group to participants in the control group on reported participant and partner HIV/STI testing from baseline across all follow-up assessments.

    Baseline, 1 month and 4 months

Secondary Outcomes (25)

  • Change in Use of Condoms

    Baseline, 1 month and 4 months

  • Change in Self-Efficacy to Use Condoms (SECU) Using the Condom Use Self-Efficacy Scale (CUSES)

    Baseline, 1 month, 4 months

  • Change in SECU Using Sexual Risk Behavior Beliefs and Self-efficacy (SRBBS)

    Baseline, 1 month, 4 months

  • Change in Self-efficacy in Refusing Sex (SER) Using the SER Subscale of the SRBBS

    Baseline, 1 month and 4 months

  • Change in Self-efficacy in Communication Using the Self-efficacy for Communication (SECM) Subscale of the SRBBS

    Baseline, 1 month and 4 months

  • +20 more secondary outcomes

Study Arms (2)

InvestiDate Intervention

EXPERIMENTAL

One Night Stan will be adapted as a multiplayer videogame called InvestiDate based on the card game prototype with a focus on a slightly younger age group.

Behavioral: InvestiDate

Non-Health Related Game

PLACEBO COMPARATOR

Participants in the non-health related game group will play a multiplayer game unrelated to the content of InvestiDate.

Other: Non-Health Related Video Game

Interventions

InvestiDateBEHAVIORAL

Participants will be randomly assigned to play either InvestiDate (n=40), or the non-health related attention and time control condition multiplayer videogame (n=40).

InvestiDate Intervention

Participants will be randomly assigned to play either InvestiDate (n=40), or the non-health related attention and time control condition multiplayer videogame (n=40).

Non-Health Related Game

Eligibility Criteria

Age14 Years - 18 Years
Sexfemale
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • Both phases (includes focus groups- Phase 1)
  • Black (race)
  • Heterosexual
  • Currently enrolled in high school
  • Pilot Test (Phase 2)
  • Ability to participate in web-based videogame
  • Willing to sit for at least 60 minutes (to play the game)
  • No HIV testing in the last 12 months
  • Ability to provide assent or parental/guardian consent

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Kimberly Hieftje

New Haven, Connecticut, 06510, United States

Location

Related Publications (2)

  • Budge M, Opara I, Weser VU, Sands BE, Hieftje KD. Black Adolescent Females' Perceptions of PrEP for HIV Risk Reduction. J Int Assoc Provid AIDS Care. 2023 Jan-Dec;22:23259582231206934. doi: 10.1177/23259582231206934.

  • Weser V, Opara I, Budge M, Duncan L, Fernandes CF, Hussett-Richardson S, Sands B, Hieftje K. Pilot-testing a Multiplayer HIV and Sexually Transmitted Infection Prevention Video Game Intervention for Black Adolescent Girls: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2023 Jan 23;12:e43666. doi: 10.2196/43666.

MeSH Terms

Conditions

Risk Reduction Behavior

Condition Hierarchy (Ancestors)

Behavior

Results Point of Contact

Title
Dr. Kimberly Hieftje
Organization
Yale School of Medicine

Study Officials

  • Kimberly Hieftje, PhD

    Yale University

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
Yes

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Purpose
PREVENTION
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

September 26, 2019

First Posted

September 30, 2019

Study Start

February 1, 2022

Primary Completion

September 24, 2022

Study Completion

September 24, 2022

Last Updated

November 8, 2023

Results First Posted

November 8, 2023

Record last verified: 2023-10

Locations