An Interactive Game for HIV Prevention in Early Adolescents
Status: | Completed |
---|---|
Conditions: | HIV / AIDS |
Therapuetic Areas: | Immunology / Infectious Diseases |
Healthy: | No |
Age Range: | 11 - 14 |
Updated: | 6/28/2017 |
Start Date: | January 2013 |
End Date: | June 18, 2016 |
An Interactive Video Game for HIV Prevention in Early Adolescents
The purpose of this study is to evaluate, through a randomized clinical trial, the efficacy
of an interactive video game the investigators are developing at reducing risk behaviors in
at-risk teens.
of an interactive video game the investigators are developing at reducing risk behaviors in
at-risk teens.
The purpose of this study is to evaluate, through a randomized clinical trial, the efficacy
of an interactive video game the investigators are developing at reducing risk behaviors in
at-risk teens. The investigators are using proven components of HIV prevention
interventions, social cognitive theory, self-efficacy, prospect theory, message framing, and
video gaming principles to develop and evaluate this interactive HIV prevention video game.
In Phase 1 of this project, the investigators have been working with Schell Games of
Pittsburgh, PA, Digitalmill of Portland, ME, and the Farnam Neighborhood House in New Haven,
CT to develop our interactive video game with the input from our experts and focus groups
and interviews with adolescents. Phase 1 has been a developmental iterative process in which
the investigators have been building the software for the game for the purposes of targeting
HIV prevention in our population of interest: young minority adolescents. Following
development of the video game, the investigators will move to Phase 2 in which the
investigators will enroll 330 minority adolescents who are attendees at one of several
after-school programs in the greater New Haven area and assign them to play either the
experimental game or a control game. In the experimental game, the player will be presented
with a series of "risk challenges" thereby helping them to develop sex, drug and alcohol
negotiation and refusal skills.
of an interactive video game the investigators are developing at reducing risk behaviors in
at-risk teens. The investigators are using proven components of HIV prevention
interventions, social cognitive theory, self-efficacy, prospect theory, message framing, and
video gaming principles to develop and evaluate this interactive HIV prevention video game.
In Phase 1 of this project, the investigators have been working with Schell Games of
Pittsburgh, PA, Digitalmill of Portland, ME, and the Farnam Neighborhood House in New Haven,
CT to develop our interactive video game with the input from our experts and focus groups
and interviews with adolescents. Phase 1 has been a developmental iterative process in which
the investigators have been building the software for the game for the purposes of targeting
HIV prevention in our population of interest: young minority adolescents. Following
development of the video game, the investigators will move to Phase 2 in which the
investigators will enroll 330 minority adolescents who are attendees at one of several
after-school programs in the greater New Haven area and assign them to play either the
experimental game or a control game. In the experimental game, the player will be presented
with a series of "risk challenges" thereby helping them to develop sex, drug and alcohol
negotiation and refusal skills.
Inclusion Criteria:
1. Ages 11-14 years
2. Able to provide assent/parental/guardian consent
3. Agree to participate in a computer-based videogame (willing to sit at a computer for
75 minutes twice weekly to play the game)
4. English-speaking
Exclusion Criteria:
1. Not between the ages of 11-14 years
2. Not able to provide assent/parental/guardian consent
3. Not willing to sit at a computer for 75 minutes twice weekly to play the game
4. Non-English speaking
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