Literature DB >> 27013483

The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories.

Lynn E Fiellin1, Tassos C Kyriakides2, Kimberly D Hieftje3, Tyra M Pendergrass3, Lindsay R Duncan4, James D Dziura2, Benjamin G Sawyer5, David A Fiellin6.   

Abstract

BACKGROUND: To address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents "where they live," we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps.
METHODS: We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, "travel" through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time "in-game" PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad(®), and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention.
RESULTS: In total, 333 boys and girls, aged 11-14 years, were randomized over a 14-month period: 166 were assigned to play PlayForward and 167 to play the control games. To date (as of 1 March 2016), 18 have withdrawn from the study; the following have completed the protocol-defined assessments: 6 weeks: 271 (83%), 3 months: 269 (84%), 6 months: 254 (79%), 12 months: 259 (82%), and 24 months: is ongoing with 152 having completed out of the 199 participants (76%) who were eligible to date (assessment windows were still open).
CONCLUSION: Videogames can be developed to address complex behaviors and can be subject to empiric testing using community-based randomized controlled trials. Although mobile technologies pose challenges in their use as interventions and in the collection and storage of data they produce, they provide unique opportunities as new sources of potentially valid data and novel methods to measure the fidelity of digitally delivered behavioral interventions.
© The Author(s) 2016.

Entities:  

Keywords:  Adolescent; human immunodeficiency virus; intervention; primary prevention; randomized controlled trial; risk reduction; videogame

Mesh:

Year:  2016        PMID: 27013483      PMCID: PMC4942329          DOI: 10.1177/1740774516637871

Source DB:  PubMed          Journal:  Clin Trials        ISSN: 1740-7745            Impact factor:   2.486


  36 in total

1.  Measuring risk and protective factors for substance use, delinquency, and other adolescent problem behaviors. The Communities That Care Youth Survey.

Authors:  Michael W Arthur; J David Hawkins; John A Pollard; Richard F Catalano; A J Baglioni
Journal:  Eval Rev       Date:  2002-12

2.  An objective test of AIDS risk behavior knowledge: scale development, validation, and norms.

Authors:  J A Kelly; J S St Lawrence; H V Hood; T L Brasfield
Journal:  J Behav Ther Exp Psychiatry       Date:  1989-09

3.  Common processes in evidence-based adolescent HIV prevention programs.

Authors:  Barbara L Ingram; Diane Flannery; Amy Elkavich; Mary Jane Rotheram-Borus
Journal:  AIDS Behav       Date:  2008-03-11

4.  Reductions in HIV risk among runaway youth.

Authors:  Mary Jane Rotheram-Borus; Juwon Song; Marya Gwadz; Martha Lee; Ronan Van Rossem; Cheryl Koopman
Journal:  Prev Sci       Date:  2003-09

5.  A randomized, controlled effectiveness trial of an AIDS prevention program for low-income African-American youths.

Authors:  B F Stanton; X Li; I Ricardo; J Galbraith; S Feigelman; L Kaljee
Journal:  Arch Pediatr Adolesc Med       Date:  1996-04

6.  Managing attribute--value clinical trials data using the ACT/DB client-server database system.

Authors:  P M Nadkarni; C Brandt; S Frawley; F G Sayward; R Einbinder; D Zelterman; L Schacter; P L Miller
Journal:  J Am Med Inform Assoc       Date:  1998 Mar-Apr       Impact factor: 4.497

7.  It's Your Game: Keep It Real: delaying sexual behavior with an effective middle school program.

Authors:  Susan R Tortolero; Christine M Markham; Melissa Fleschler Peskin; Ross Shegog; Robert C Addy; S Liliana Escobar-Chaves; Elizabeth R Baumler
Journal:  J Adolesc Health       Date:  2009-08-18       Impact factor: 5.012

8.  Youth risk behavior surveillance--United States, 2007.

Authors:  Danice K Eaton; Laura Kann; Steve Kinchen; Shari Shanklin; James Ross; Joseph Hawkins; William A Harris; Richard Lowry; Tim McManus; David Chyen; Connie Lim; Nancy D Brener; Howell Wechsler
Journal:  MMWR Surveill Summ       Date:  2008-06-06

9.  The scientific research potential of virtual worlds.

Authors:  William Sims Bainbridge
Journal:  Science       Date:  2007-07-27       Impact factor: 47.728

10.  Validation of virtual reality as a tool to understand and prevent child pedestrian injury.

Authors:  David C Schwebel; Joanna Gaines; Joan Severson
Journal:  Accid Anal Prev       Date:  2008-04-04
View more
  10 in total

1.  Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Tyra M Pendergrass; Benjamin G Sawyer; Lynn E Fiellin
Journal:  Subst Abus       Date:  2018-03-13       Impact factor: 3.716

Review 2.  The future of digital games for HIV prevention and care.

Authors:  Lisa B Hightow-Weidman; Kathryn E Muessig; José A Bauermeister; Sara LeGrand; Lynn E Fiellin
Journal:  Curr Opin HIV AIDS       Date:  2017-09       Impact factor: 4.283

3.  A videogame intervention for tobacco product use prevention in adolescents.

Authors:  Mary Ann Pentz; Kimberly D Hieftje; Tyra M Pendergrass; Stephanie A Brito; Mengyu Liu; Trisha Arora; Hilary A Tindle; Suchitra Krishnan-Sarin; Lynn E Fiellin
Journal:  Addict Behav       Date:  2018-11-14       Impact factor: 3.913

4.  Videogame intervention to encourage HIV testing and counseling among adolescents.

Authors:  Tyra Pendergrass; Kimberly Hieftje; Lindsay Duncan; Lynn Fiellin
Journal:  Mhealth       Date:  2020-07-05

5.  A Mobile Gaming Intervention to Increase Adherence to Antiretroviral Treatment for Youth Living With HIV: Development Guided by the Information, Motivation, and Behavioral Skills Model.

Authors:  Laura Whiteley; Larry Brown; Michelle Lally; Nicholas Heck; Jacob J van den Berg
Journal:  JMIR Mhealth Uhealth       Date:  2018-04-23       Impact factor: 4.773

6.  Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.

Authors:  Lynn E Fiellin; Kimberly D Hieftje; Tyra M Pendergrass; Tassos C Kyriakides; Lindsay R Duncan; James D Dziura; Benjamin G Sawyer; Linda Mayes; Cindy A Crusto; Brian Wc Forsyth; David A Fiellin
Journal:  J Med Internet Res       Date:  2017-09-18       Impact factor: 5.428

Review 7.  Digital Health Promotion and Prevention in Settings: Scoping Review.

Authors:  Anna Lea Stark; Cornelia Geukes; Christoph Dockweiler
Journal:  J Med Internet Res       Date:  2022-01-28       Impact factor: 5.428

8.  60 Seconds to Survival: A Multisite Study of a Screen-based Simulation to Improve Prehospital Providers Disaster Triage Skills.

Authors:  Mark X Cicero; Travis Whitfill; Barbara Walsh; Maria Carmen Diaz; Grace Arteaga; Daniel J Scherzer; Scott Goldberg; Manu Madhok; Angela Bowen; Geno Paesano; Michael Redlener; Kevin Munjal; David Kessler; Marc Auerbach
Journal:  AEM Educ Train       Date:  2018-01-31

Review 9.  Electronic and other new media technology interventions for HIV care and prevention: a systematic review.

Authors:  Kevin M Maloney; Anna Bratcher; Ryan Wilkerson; Patrick S Sullivan
Journal:  J Int AIDS Soc       Date:  2020-01       Impact factor: 5.396

10.  Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial.

Authors:  Jian Tang; Yu Zheng; Daiying Zhang; Xingli Yu; Jianlan Ren; Mei Li; Yue Luo; Min Tian; Yanhua Chen
Journal:  JMIR Serious Games       Date:  2022-01-24       Impact factor: 4.143

  10 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.