Efficacy Trial of Life Simulation Game to Routinize Adolescent HIV Testing
- Conditions
- Hiv
- Interventions
- Other: Mobile GameOther: Mobile Application
- Registration Number
- NCT04917575
- Lead Sponsor
- George Washington University
- Brief Summary
This study will aim to assess the acceptability, usability and efficacy of using state-of-the-art video game technology to increase HIV testing among adolescents and young adults (AYA) ages 13-24. AYA often lack awareness of their personal risk of contracting HIV and where to go for testing and care. This lack of awareness has contributed to poor uptake of HIV testing among AYA despite engagement in high risk behaviors. The goal of this project is to harness this strong motivation to play games to increase HIV testing. Previous games for behavior change have yielded early success for increasing target behaviors among their sample populations, yet research on increasing HIV testing among AYA through gaming has been limited. This intervention builds on prior formative work and is designed to offer AYA personally-tailored risk messages and supports their accessibility to HIV testing and prevention services through an innovative gaming approach that is sharable over social media with in-game rewards for sharing the game with peers. The specific aim of this study is to determine the efficacy of a life-simulation game in changing HIV testing, knowledge, and risk behaviors among AYA at risk for HIV.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- ACTIVE_NOT_RECRUITING
- Sex
- All
- Target Recruitment
- 300
- age 13-24
- self-reported HIV negative or unknown status
- self-reported ever sexually active
- resident of the DC metropolitan region which includes the District of Columbia, Maryland and Virginia for at least the next 6 months
- Is able to provide informed consent or assent
- able to complete all study procedures in English
- has own mobile phones and be willing to use them for the study.
Not provided
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Mobile Game Mobile Game An enhanced life-simulation prototype of a playable interactive game to increase HIV testing, risk assessment tool, and HIV and pre-exposure prophylaxis (PrEP) locators embedded within the game. Mobile Application Mobile Application A mobile application that will include basic information on HIV basics (e.g., routes of transmission, data on the epidemiology of HIV among youth), prevention information on HIV testing and PrEP, as well as a link to the HIV risk estimator, and HIV testing and PrEP locators.
- Primary Outcome Measures
Name Time Method HIV testing prior 6 months Self-reported HIV testing in the past 6 months
- Secondary Outcome Measures
Name Time Method HIV locator use baseline, 1, 3, 6 months Number of linkage to HIV testing locator
Intent to test for HIV baseline, 1, 3, 6 months Intent to test will be assessed using a validated 6-point Likert scale
Frequency of game use 1, 3, 6 months Knowledge of PrEP baseline, 1, 3, 6 months Has participant heard of PrEP at specified time period
PrEP locator use baseline, 1, 3, 6 months Number of linkages to PrEP locator
Duration of game use 1, 3, 6 months HIV risk perception and behaviors baseline, 1, 3, 6 months 8-item scale and perceived likelihood of getting infected (0-100%)
HIV knowledge baseline, 1, 3, 6 months 18-item scale
CDC risk estimator scores baseline, 1, 3, 6 months PrEP screening baseline, 1, 3, 6 months ever been screened for PrEP eligibility
PrEP use/uptake baseline, 1, 3, 6 months been prescribed/taken PrEP
Reasons for continued or discontinued use of game 1, 3, 6 months
Trial Locations
- Locations (1)
George Washington University Milken School of Public Health
🇺🇸Washington, District of Columbia, United States