Trial Outcomes & Findings for A Multilevel Gaming Intervention for Persons on PrEP (NCT NCT02611362)

NCT ID: NCT02611362

Last Updated: 2021-01-12

Results Overview

Self-report measure of adherence in the past 7 days categorized as "optimal" (0-3 missed doses in the past 7 days) versus "suboptimal" (4-7 missed doses in the past 7 days).

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

82 participants

Primary outcome timeframe

24 weeks

Results posted on

2021-01-12

Participant Flow

Participant milestones

Participant milestones
Measure
Intervention
Subjects in the intervention group will each receive smartphones with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Overall Study
STARTED
41
41
Overall Study
Immediate Posttest (3 Months)
33
34
Overall Study
6-month Follow-up
32
35
Overall Study
COMPLETED
32
35
Overall Study
NOT COMPLETED
9
6

Reasons for withdrawal

Reasons for withdrawal
Measure
Intervention
Subjects in the intervention group will each receive smartphones with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Overall Study
Withdrawal by Subject
7
2
Overall Study
Lost to Follow-up
2
4

Baseline Characteristics

Missing data

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Intervention
n=41 Participants
The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=41 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Total
n=82 Participants
Total of all reporting groups
Age, Continuous
24.8 years
STANDARD_DEVIATION 4.4 • n=41 Participants
24.8 years
STANDARD_DEVIATION 3.9 • n=41 Participants
24.8 years
STANDARD_DEVIATION 4.1 • n=82 Participants
Sex: Female, Male
Female
0 Participants
n=40 Participants • Missing data
3 Participants
n=41 Participants • Missing data
3 Participants
n=81 Participants • Missing data
Sex: Female, Male
Male
40 Participants
n=40 Participants • Missing data
38 Participants
n=41 Participants • Missing data
78 Participants
n=81 Participants • Missing data
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants
n=41 Participants
2 Participants
n=41 Participants
4 Participants
n=82 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
39 Participants
n=41 Participants
39 Participants
n=41 Participants
78 Participants
n=82 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=41 Participants
0 Participants
n=41 Participants
0 Participants
n=82 Participants
Race (NIH/OMB)
American Indian or Alaska Native
1 Participants
n=41 Participants
0 Participants
n=41 Participants
1 Participants
n=82 Participants
Race (NIH/OMB)
Asian
0 Participants
n=41 Participants
0 Participants
n=41 Participants
0 Participants
n=82 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=41 Participants
0 Participants
n=41 Participants
0 Participants
n=82 Participants
Race (NIH/OMB)
Black or African American
34 Participants
n=41 Participants
36 Participants
n=41 Participants
70 Participants
n=82 Participants
Race (NIH/OMB)
White
4 Participants
n=41 Participants
3 Participants
n=41 Participants
7 Participants
n=82 Participants
Race (NIH/OMB)
More than one race
2 Participants
n=41 Participants
1 Participants
n=41 Participants
3 Participants
n=82 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants
n=41 Participants
1 Participants
n=41 Participants
1 Participants
n=82 Participants
Insurance Type
None
8 Participants
n=40 Participants • Missing data
8 Participants
n=41 Participants • Missing data
16 Participants
n=81 Participants • Missing data
Insurance Type
Public
10 Participants
n=40 Participants • Missing data
11 Participants
n=41 Participants • Missing data
21 Participants
n=81 Participants • Missing data
Insurance Type
Private
22 Participants
n=40 Participants • Missing data
22 Participants
n=41 Participants • Missing data
44 Participants
n=81 Participants • Missing data
Time on PrEP
Less than one month
9 Participants
n=41 Participants
6 Participants
n=41 Participants
15 Participants
n=82 Participants
Time on PrEP
One month or more
32 Participants
n=41 Participants
35 Participants
n=41 Participants
67 Participants
n=82 Participants
Sexual Orientation
Heterosexual
1 Participants
n=41 Participants
0 Participants
n=41 Participants
1 Participants
n=82 Participants
Sexual Orientation
Homosexual
27 Participants
n=41 Participants
29 Participants
n=41 Participants
56 Participants
n=82 Participants
Sexual Orientation
Bisexual
13 Participants
n=41 Participants
12 Participants
n=41 Participants
25 Participants
n=82 Participants
Health Literacy
Never
26 Participants
n=41 Participants
32 Participants
n=41 Participants
58 Participants
n=82 Participants
Health Literacy
Rarely
11 Participants
n=41 Participants
6 Participants
n=41 Participants
17 Participants
n=82 Participants
Health Literacy
Sometimes
4 Participants
n=41 Participants
3 Participants
n=41 Participants
7 Participants
n=82 Participants
Health Literacy
Often
0 Participants
n=41 Participants
0 Participants
n=41 Participants
0 Participants
n=82 Participants
Health Literacy
Always
0 Participants
n=41 Participants
0 Participants
n=41 Participants
0 Participants
n=82 Participants
Global Severity Index
0.5 units on a scale
STANDARD_DEVIATION 0.8 • n=41 Participants
0.3 units on a scale
STANDARD_DEVIATION 0.8 • n=41 Participants
0.4 units on a scale
STANDARD_DEVIATION 0.8 • n=82 Participants

PRIMARY outcome

Timeframe: 24 weeks

Population: Loss to follow-up, withdrawals, and missing data account for the discrepancy in the analysis population.

Self-report measure of adherence in the past 7 days categorized as "optimal" (0-3 missed doses in the past 7 days) versus "suboptimal" (4-7 missed doses in the past 7 days).

Outcome measures

Outcome measures
Measure
Intervention
n=31 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=34 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Self-Report of PrEP Adherence
Optimal adherence
22 Participants
26 Participants
Self-Report of PrEP Adherence
Suboptimal adherence
9 Participants
8 Participants

PRIMARY outcome

Timeframe: 24 weeks

Population: Missing data, withdrawals, and those lost to follow-up account for the discrepancy in the analysis population.

Intracellular TFV-DP will be measured in red blood cells using dried blood spots. TFV-DP levels provide a measure of long-term adherence over the preceding month (like hemoglobin A1C). The level of intracellular TFV-DP can be used to estimate how many doses/week the participant is taking on average (e.g. 7/wk on average, 4-7/wk on average, 2-4/wk on average, \<2/wk on average).

Outcome measures

Outcome measures
Measure
Intervention
n=27 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=28 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
ARV (TFV-DP) Levels
810.4 fmol/punch
Standard Deviation 662.6
574.6 fmol/punch
Standard Deviation 668.9

PRIMARY outcome

Timeframe: 24 weeks

Population: Missing data, withdrawals, and those lost to follow-up account for the discrepancy in the analysis population.

The level of intracellular TFV-DP can be used to estimate how many doses/week the participant is taking on average in the past month (e.g. 7/wk on average, 4-7/wk on average, 2-4/wk on average, \<2/wk on average).

Outcome measures

Outcome measures
Measure
Intervention
n=27 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=28 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Average Number of Days on PrEP Per Week
Undetectable levels
5 Participants
6 Participants
Average Number of Days on PrEP Per Week
Less than 2 days (<350 fmol/punch)
4 Participants
7 Participants
Average Number of Days on PrEP Per Week
2-3 days (350-699 fmol/punch)
3 Participants
8 Participants
Average Number of Days on PrEP Per Week
4-6 days (700-1249 fmol/punch)
7 Participants
2 Participants
Average Number of Days on PrEP Per Week
7 days (greater than or equal to 1250 fmol/punch)
8 Participants
5 Participants

SECONDARY outcome

Timeframe: 24 weeks

Population: Missing data, withdrawals, and loss to follow-up account for the discrepancy in the analysis population.

The HIV Knowledge Scale assesses knowledge about issues such as risks for HIV, using 5 items with "true," "false," or "do not know" response options. Total scores range from 0 to 5. Higher scores indicate greater knowledge.

Outcome measures

Outcome measures
Measure
Intervention
n=31 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=34 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
HIV Knowledge at 24 Weeks
4.1 units on a scale
Standard Deviation 1.1
4.2 units on a scale
Standard Deviation 1.1

SECONDARY outcome

Timeframe: 24 weeks

Population: Missing data, withdrawals and loss to follow-up account for the discrepancy in the analysis population.

Rollnick's Readiness Ruler will be used to assess motivation for adherence to medication and medical visits. Respondents rate how ready they are to take PrEP as prescribed on a scale from 1 (not ready) to 10 (ready to be consistent or already consistent) each month.

Outcome measures

Outcome measures
Measure
Intervention
n=31 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=34 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Motivational Readiness for Adherence at 24 Weeks
9.1 units on a scale
Standard Deviation 2.4
9.8 units on a scale
Standard Deviation 0.6

OTHER_PRE_SPECIFIED outcome

Timeframe: 24 weeks

Population: Missing data, withdrawals and loss to follow-up accounts for the discrepancy in the analysis population.

This six item measure assesses social support for taking medications, going to medical appointments and other tasks related to adherence using Likert style items with a four point scale. Scores range from 6 to 24 Higher scores indicate greater social support.

Outcome measures

Outcome measures
Measure
Intervention
n=31 Participants
Subjects in the intervention group will each receive a smartphone with a data service plan. The IMB Gaming Intervention is designed to improve information, motivation, and skills about adherence and HIV preventative behaviors throughout play. The mission of Viral Combat is: kill virus and build strength through taking medicine, learning HIV prevention information, and engaging with healthy characters in order to improve motivation and build skills. Participants will get a game graphic with a supportive message such as "Missing you: Get in the Game" to their phones. Throughout the gaming intervention subjects will continue routine clinical care visits and HIV testing in the PrEP clinic. IMB Gaming Intervention
Comparison
n=34 Participants
This condition will be matched with the IMB Gaming Intervention for appeal, time and attention. Subjects in COMP will each receive smartphones with the same data service plan as the active arm. Smartphones given to participants in COMP will have a stylistically similar non-PrEP, non-IMB game designed by Mission Critical Studios (Dr. Nano X: Incredible Voyage Inside The Body, http://www.youtube.com/watch?v=lyHzSZFzU1Q ). This is the same game that Viral Combat is being adapted from. Therefore, the iPhone game in COMP will have a look and feel that is very similar to our intervention game but without IMB, PrEP, and HIV prevention related content. Similar to the Intervention group, participants will have routine clinical care visits in the PrEP clinic (or more frequently if needed for urgent care).
Social Support for Medication Adherence
21.4 units on a scale
Standard Deviation 3.9
21.2 units on a scale
Standard Deviation 5.4

Adverse Events

Intervention

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Comparison

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Larry K. Brown

Rhode Island Hospital

Phone: (401) 793-8808

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place