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Change My Story Task Shifted Mental Health Intervention

Change My Story: Pilot Randomized Clinical Trial of Change My Story Among Young Persons Living With HIV and Depression

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06389565
Enrollment
80
Registered
2024-04-29
Start date
2026-01-09
Completion date
2026-08-30
Last updated
2026-07-06

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Depression, Hiv, Psychological Distress

Brief summary

Psychological distress and depression are common among young people living with HIV (Y-PLWH) and negatively impact medication adherence and disease control. In low- and middle-income countries, this problem is compounded by the lack of trained mental health professionals on the provider side and the requirement of frequent clinic-based visits imposing greater cost, inconvenience, and stigma for patients. Change My Story, is a theory-grounded, interactive narrative game designed to address the key drivers of depression and psychological distress among Y-PLWH in Nigeria. This pilot hybrid implementation-effectiveness randomized controlled trial (RCT) will compare Change My Story combined with PST to PST alone among 80 Y-PLWH with depression or psychological distress.

Detailed description

Young people living with HIV (Y-PLWH) have poor adherence to antiretroviral therapy and engagement in HIV care, making HIV the leading cause of death for African adolescents. Depression and psychological distress are much more common among Y-PLWH than in the general population, and are associated with significantly worse adherence to care and treatment when compared to Y-PLWH without these co-morbid conditions. Thus, untreated depression and severe psychological distress are important contributors to poor HIV outcomes in this population. Nigeria is home to the 4th largest HIV population globally and 10% of Y-PLWH, but mental health screening is not routinely conducted in this setting, and less than 10% of those diagnosed have access to evidence-based care. Despite this treatment gap, few interventions have targeted the mental health needs of Y-PLWH in Africa. The World Health Organization recommends that caregivers of Y-PLWH adopt youth-friendly strategies and incorporate psychosocial services to meet their needs, and that task shifting to non-specialized health workers be used to overcome the dearth of trained professionals in low and middle-income countries. Task-shifted problem Solving Therapy (PST) has been effectively used to treat both depression and psychological distress using a task-shifted approach. However, PST is an intensive strategy (typically 6-15 weekly sessions) often delivered in-person and poor completion rates are associated with less effectiveness. Mobile health technologies may be uniquely suited to surmount some of the obstacles for effective A theory-grounded game, Change My Story, has been developed which allows players navigate difficult experiences based on drivers of psychological distress and interact with a virtual environment this research aims to 1) conduct a hybrid implementation-effectiveness pilot RCT for 80 Y-PLWH with depression or psychological distress, and compare feasibility, acceptability, engagement, satisfaction and preliminary effectiveness among individuals receiving PST alone or PST with Change My Story, and 2) use the Consolidated Framework for Implementation Research (CFIR) to assess factors influencing engagement, acceptability, and satisfaction along with facilitators and barriers to implementation delivery.

Interventions

BEHAVIORALProblem Solving Therapy

Problem solving therapy (PST) is a cognitive-behavioral therapy (CBT)-based intervention that uses seven basic steps to teach problem solving orientation and skills to equip individuals to manage the impact of stressful life events on their mental health.

OTHERChange My Story

Change My Story is a narrative game with a choose-your-own-adventure format in which players navigate emotionally difficult experiences along with the character(s) and interact with the virtual environment to choose a narrative path toward the story's conclusion. It will used to address important obstacles in the mental health treatment gap for Y-PLWH.

Sponsors

Massachusetts General Hospital
Lead SponsorOTHER
University of Ibadan
CollaboratorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
16 Years to 29 Years
Healthy volunteers
No

Inclusion criteria

* HIV-positive * age 16-29 years * self-reported proficiency in reading and understanding English. * PHQ9 score of 9-17 and impairment in functioning (consistent with clinical depression)

Exclusion criteria

* pregnant or nursing * in care and on ART for \<6 months * history of- or positive assessment for- bipolar or psychotic disorder.

Design outcomes

Primary

MeasureTime frameDescription
Engagement3 monthsThe percentage of recommended problem solving therapy sessions attended.
Patient Satisfaction with Interventionn3 monthsBased on an adapted version of the client satisfaction questionnaire (CSQ-8). Total scores range from 8 to 32, with the higher number indicating greater satisfaction.
Feasibility 13 monthsWeiner's feasibility of an intervention (FIM). Scales can be created for each measure by averaging responses. Scale values range from 1 to 5.
Feasibility 23 monthsProportion of consented patients enrolled
Feasibility 33 monthsProportion of game play sessions interrupted by technical problems
Feasibility 43 monthsProportion of users requiring mobile phone (at baseline) or requiring a replacement phone (due to loss or theft)
Feasibility 5BaselineProportion of users requiring mobile phone
Feasibility 63 monthsProportion of users requiring mobile phone replacement due to loss or theft
Feasibility 73 monthsProportion in need for additional data bundles
Acceptability 1OnceWeiner's acceptability of an intervention. Scales can be created for each measure by averaging responses. Scale values range from 1 to 5.
Acceptability 2up to 3 monthsNumber of minutes of total game play per month
Acceptability 3up to 3 monthsNumber of days of total game play per month
Acceptability 43 monthsPercentage of recommended game play minutes completed
Acceptability 53 monthsProportion of narratives completed assessed from aggregated game play metrics

Secondary

MeasureTime frameDescription
Remission of depression.3 and 6 monthsPatient health questionnaire-9. For this research, a PHQ-9 score \< 6 will be considered in remission.
Remission of psychological distress.3 and 6 monthsSelf reporting questionnaire-20. For this research, a SRQ-20 \< 5 will be considered in remission.
ART adherence3 and 6 monthsBased on % pharmacy refill
Viral suppression3 to 6 monthsVL \< 200 copies/mL

Countries

Nigeria

Contacts

CONTACTAima a Ahonkhai, MD
AAHONKHAI@mgh.harvard.edu617-726-3906

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 7, 2026