An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents
Status: | Recruiting |
---|---|
Healthy: | No |
Age Range: | 14 - 18 |
Updated: | 1/18/2019 |
Start Date: | November 1, 2018 |
End Date: | April 15, 2022 |
Contact: | Lynn Fiellin, MD |
Email: | lynn.sullivan@yale.edu |
Phone: | (203) 737-3347 |
An Accessible Digital Intervention to Promote the Use of School-based Health Centers and to Empower Adolescents With Their Sexual Health
This is Phase II of a study previously registered on ClinicalTrials.gov (NCT02812329). Phase
II focuses on adapting and expanding the reach of a previously developed video game aimed at
HIV prevention. The game will be adapted to include web access/distribution and be evaluated
using a randomized controlled trial.
II focuses on adapting and expanding the reach of a previously developed video game aimed at
HIV prevention. The game will be adapted to include web access/distribution and be evaluated
using a randomized controlled trial.
The specific aims for Phase II of this study are to:
Further adapt and expand our culturally and socially-tailored videogame to have a greater
focus on HIV testing and counseling (HTC) in addition to HIV prevention in an older age group
of 14-18 year old boys and girls.
This will be accomplished by refining the conceptual model of the theoretical mechanisms of
behavior change to be applied specifically within the game. New content will be created with
additional input from 4 focus groups of 5 adolescents each (n = 20, aged 14-18) and these
participants will also play-test the game. In addition, this model will inform new
intervention manuals ("Game Playbooks") targeting these new outcomes. Building the new
content from focus groups into the game are intended to adapt and expand its scope.
A system will be established for the newly adapted game for web access/distribution and
program integration. Work will continue with commercialization partners on widespread
distribution of the adapted game.
The final piece of the study will be to conduct a randomized controlled trial in 296
adolescents (aged 14-18) to evaluate the acceptability and efficacy of the adapted game on
its new web-based platform compared with a set of control games.
Further adapt and expand our culturally and socially-tailored videogame to have a greater
focus on HIV testing and counseling (HTC) in addition to HIV prevention in an older age group
of 14-18 year old boys and girls.
This will be accomplished by refining the conceptual model of the theoretical mechanisms of
behavior change to be applied specifically within the game. New content will be created with
additional input from 4 focus groups of 5 adolescents each (n = 20, aged 14-18) and these
participants will also play-test the game. In addition, this model will inform new
intervention manuals ("Game Playbooks") targeting these new outcomes. Building the new
content from focus groups into the game are intended to adapt and expand its scope.
A system will be established for the newly adapted game for web access/distribution and
program integration. Work will continue with commercialization partners on widespread
distribution of the adapted game.
The final piece of the study will be to conduct a randomized controlled trial in 296
adolescents (aged 14-18) to evaluate the acceptability and efficacy of the adapted game on
its new web-based platform compared with a set of control games.
Inclusion Criteria:
- Ability to participate in a web-based videogame (willing to sit for 60 minutes/session
to play the game)
- Have not been tested for HIV in the past year
- Ability to provide assent/parental/guardian consent+
- Have a completed and signed enrollment form for their school's health clinic allowing
them, if they choose, to access the clinic for testing and health care
Exclusion Criteria:
- Failure to meet any of the eligibility criteria
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