Hiv
Conditions
Keywords
HIV prevention, HIV testing, mHealth, Pre-exposure prophylaxis (PrEP), adolescents, interactive technology
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.
Interventions
An enhanced life-simulation prototype of a playable interactive game to increase HIV testing.
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, and information on HIV testing and PrEP, as well as a link to the HIV risk estimator, and HIV testing and PrEP locators.
Sponsors
Study design
Eligibility
Inclusion criteria
* 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.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| HIV testing | prior 6 months | Self-reported HIV testing in the past 6 months |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| HIV knowledge | baseline, 1, 3, 6 months | 18-item scale |
| HIV risk perception and behaviors | baseline, 1, 3, 6 months | 8-item scale and perceived likelihood of getting infected (0-100%) |
| Knowledge of PrEP | baseline, 1, 3, 6 months | Has participant heard of PrEP at specified time period |
| CDC risk estimator scores | baseline, 1, 3, 6 months | — |
| Frequency of game use | 1, 3, 6 months | — |
| Intent to test for HIV | baseline, 1, 3, 6 months | Intent to test will be assessed using a validated 6-point Likert scale |
| PrEP use/uptake | baseline, 1, 3, 6 months | been prescribed/taken PrEP |
| PrEP locator use | baseline, 1, 3, 6 months | Number of linkages to PrEP locator |
| Duration of game use | 1, 3, 6 months | — |
| Reasons for continued or discontinued use of game | 1, 3, 6 months | — |
| HIV locator use | baseline, 1, 3, 6 months | Number of linkage to HIV testing locator |
| PrEP screening | baseline, 1, 3, 6 months | ever been screened for PrEP eligibility |
Countries
United States