Study Results
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View full resultsBasic Information
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COMPLETED
NA
2020 participants
INTERVENTIONAL
2011-06-30
2013-05-31
Brief Summary
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Detailed Description
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Participation in this study will last 6 months from the beginning of treatment. All participants will first undergo baseline assessments that will include questionnaires about sexual behavior, drug use, health history, feelings, and beliefs. Participants will then be assigned randomly to receive SOLVE-IT immediately or after a 6-month waitlist period. SOLVE-IT will include two 1-hour sessions conducted on a computer over the Internet, occurring at baseline and 6 months later. During sessions, participants will play an interactive computer game that presents dating or sexual scenarios and allows participants to choose how the scenarios unfold. Participants will repeat baseline questionnaires at Months 3 and 6 of follow-up. Participants in the waitlist group will be offered to receive SOLVE-IT after completion of the Month 6 follow-up.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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SOLVE-IT
Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM).
SOLVE-IT
SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
Waitlist Control
Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period.
SOLVE-IT
SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
Interventions
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SOLVE-IT
SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Men who have sex with men
* Not HIV infected
* Engaged in unprotected anal sex at least twice in the 90 days before study entry with a nonprimary male partner
* Has broadband access during course of study
* Lives in United States
* Biological male
Exclusion Criteria
* Has participated in SOLVE-IT at any phase
18 Years
24 Years
MALE
No
Sponsors
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National Institute of Mental Health (NIMH)
NIH
University of Southern California
OTHER
Responsible Party
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Lynn Miller
Study Principal Investigator
Principal Investigators
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Lynn C. Miller, PhD
Role: PRINCIPAL_INVESTIGATOR
University of Southern California
Locations
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University of Southern California (University Village)
Los Angeles, California, United States
Countries
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References
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Read SJ, Miller, LC, Appleby PR, Nwosu ME, Reynaldo S, Lauren A, Putcha A. Socially optimized learning in a virtual environment: Reducing risky sexual behavior among men who have sex with men. Human Communication Research 32(1):1-34, 2006.
Other Identifiers
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