Skip to main content
Clinical Trials/NCT07758296
NCT07758296CompletedNot Applicable

Leveraging Digital Tools to Increase COVID-19 Vaccine Adoption

University of South Carolina1 site in 1 country4,071 target enrollmentStarted: December 8, 2022Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
4,071
Locations
1
Primary Endpoint
Mean Knowledge Accuracy Score - Immediate

Study Overview

Brief Summary

COVID-19 vaccine misinformation contributed to vaccine hesitancy and preventable illness. This study tested whether a brief online game helps Canadian adults identify COVID-19 vaccine misinformation, and whether effects last one month. In the game, participants judged whether statements about COVID-19 vaccines were true or false and immediately received the correct answer with a brief evidence-based explanation, delivered in a game-like format with points, ranks, and feedback. Adults from a national non-probability online panel (n = 4,071) were randomized to the game, to the identical corrective content presented as a static blog post, or to a no-activity control. The game and blog groups were assessed immediately after the activity; all three groups were reassessed approximately one month later. The hypothesis was that gamified corrective information would produce more accurate knowledge than the same information presented as a static blog post and, at one month, than no activity. The primary outcome was accuracy in identifying true and false claims; vaccination intention, vaccine confidence, and self-reported vaccination were secondary outcomes. This is the fourth study in a research program whose first three trials are registered in a companion record.

Detailed Description

This randomized controlled trial was the fourth study in a research program evaluating digital educational interventions to counter COVID-19 misinformation. The first three studies were conducted under a separate exempt determination from the University of South Carolina Institutional Review Board (Pro00099400) before participant enrollment and are registered in a companion record. This trial received a separate exempt determination (Pro00122534). This record retrospectively registers the completed trial.

The trial used the same intervention platform as the earlier studies: a true/false quiz covering a larger set of circulating COVID-19 vaccine misinformation items, with each response followed immediately by item-level refutational feedback (the correct answer plus a brief evidence-based explanation) embedded in a gamified interface with points, ranks, and affective feedback. A six-item subset was administered in the study surveys to measure knowledge accuracy.

Participants (N = 4,071) were recruited from a national non-probability online panel in Canada (Prodege, fielded by Nanos Research) and randomized to three arms: Game (n = 1,168), Text - the identical refutational content texts as a static blog post (n = 1,288), or no-activity Control (n = 1,615). The questionnaire was administered in English and French nationwide, including Quebec. All arms completed a Wave 1 baseline (fielded December 8-30, 2022); Game and Text then received their assigned activity and an immediate posttest; the Control arm received no activity and, by design, no immediate assessment. All three arms were reassessed at Wave 2, approximately one month later (January 23-February 13, 2023); 2,079 of 4,071 (51.1%) were retained.

Two contrasts were confirmatory: Game versus Text (incremental effect of gamified delivery; evaluated immediately and at one month) and Game versus Control (total intervention effect; one-month horizon, as the Control arm had no immediate assessment). Text versus Control was descriptive. Immediate analyses included all 2,456 participants randomized to the Game and Text arms. No post-randomization data-quality exclusions were applied. One-month analyses included all 2,079 participants who completed Wave 2; nonparticipation at Wave 2 was treated as loss to follow-up rather than an analytic exclusion.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
None

Eligibility Criteria

Ages
18 Years to — (Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •Canadian residents aged 18 or older
  • •Internet access
  • •Able to complete the questionnaire in English or French (fielded nationwide, including Quebec)

Exclusion Criteria

  • •Employment in market research, advertising, media, or by a political party

Arms & Interventions

Text

Active Comparator

Identical refutational content delivered as a static blog post text, followed by immediate post-intervention assessments and one-month follow-up.

Intervention: Refutational text blog post (active control) (Behavioral)

Game

Experimental

Gamified refutation quiz covering COVID-19 vaccine misinformation items, with immediate per-item corrective feedback, followed by immediate post-intervention assessments and one-month follow-up.

Intervention: Gamified misinformation refutation quiz (Behavioral)

Control

No Intervention

No activity. Completed the Wave 1 baseline and the one-month follow-up only; no immediate assessment by design.

Outcomes

Primary Outcomes

Mean Knowledge Accuracy Score - Immediate

Time Frame: Immediately post-intervention, Day 1 (Game and Text arms only; the Control arm has no immediate assessment by design)

Mean score across 6 true/false COVID-19 vaccine misinformation items, ranging from 0 to 1, with higher scores indicating greater accuracy; "Unsure" responses received 0.5 points.

Mean Knowledge Accuracy Score - One Month

Time Frame: Approximately 1 month post-intervention (Wave 2), all arms.

Mean score across 6 true/false COVID-19 vaccine misinformation items, ranging from 0 to 1, with higher scores indicating greater accuracy; "Unsure" responses received 0.5 points.

Secondary Outcomes

  • Mean Vaccination Intention Score(Baseline (Wave 1); immediately post-intervention (Game and Text arms, Wave 1); approximately 1 month later (all arms, Wave 2))
  • Mean COVID-19 Vaccine Confidence(Immediately post-intervention (Game and Text arms, Wave 1); approximately 1 month later (all arms, Wave 2))
  • Percentage of Participants Reporting Receipt of a COVID-19 Vaccination or Booster in the Past 30 Days(Approximately 1 month post-intervention (Wave 2 only), all arms.)

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Gregory Trevors

Associate Professor

University of South Carolina

Study Sites (1)

Loading locations...

Similar Trials

An Online Game to Help Canadian Adults... | Clinical Trial