Trial Outcomes & Findings for An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents (NCT NCT03713034)
NCT ID: NCT03713034
Last Updated: 2024-02-15
Results Overview
HTC attitudes were assessed with 7 items (e.g., "I feel it is important for me to get tested for HIV"). The items were scored on a 5-point scale ranging from - 2 (strongly disagree) to +2 (strongly agree) with positive values indicating healthier attitudes towards HTC. Participants had the option to respond "not sure" which was given a neutral score of 0. A mean of the seven items was calculated for each participant. A few items were reverse coded, because the lower value was indicating healthier attitudes. Not sure was coded as a neutral option. Higher scores equal more positive attitudes toward HIV testing and counseling.
COMPLETED
NA
296 participants
Baseline, 4 weeks, 3 months and 6 months
2024-02-15
Participant Flow
Participant milestones
| Measure |
PlayTest! Game
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Overall Study
STARTED
|
150
|
146
|
|
Overall Study
COMPLETED
|
145
|
142
|
|
Overall Study
NOT COMPLETED
|
5
|
4
|
Reasons for withdrawal
| Measure |
PlayTest! Game
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Overall Study
Withdrawn by staff for incomplete consent forms
|
5
|
4
|
Baseline Characteristics
An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents
Baseline characteristics by cohort
| Measure |
PlayTest! Game
n=145 Participants
PlayTest! is an interactive world in which the player, using an avatar they have created, "travels" through life in high school. They face challenges that bring different risks and benefits, requiring them to practice decision-making skills. The player learns skills that aim to empower them to make safe choices in situations that may otherwise increase their risk for HIV/STI infection. The game also provides opportunities for the player to practice advocating for their health by modeling a conversation with a medical professional. PlayTest! incorporates evidence-based tools for behavior change including social learning theory and self-efficacy. message framing, motivational interviewing to identify the variables that must be targeted to increase HTC among adolescents.
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
Total
n=287 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
15.39 years
STANDARD_DEVIATION 1.24 • n=93 Participants
|
15.45 years
STANDARD_DEVIATION 1.25 • n=4 Participants
|
15.42 years
STANDARD_DEVIATION 1.24 • n=27 Participants
|
|
Sex/Gender, Customized
Gender · Male
|
73 Participants
n=93 Participants
|
68 Participants
n=4 Participants
|
141 Participants
n=27 Participants
|
|
Sex/Gender, Customized
Gender · Female
|
68 Participants
n=93 Participants
|
69 Participants
n=4 Participants
|
137 Participants
n=27 Participants
|
|
Sex/Gender, Customized
Gender · Self-Described
|
4 Participants
n=93 Participants
|
5 Participants
n=4 Participants
|
9 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
American Indian or Native American
|
4 Participants
n=93 Participants
|
4 Participants
n=4 Participants
|
8 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
Asian or Pacific Islander
|
8 Participants
n=93 Participants
|
5 Participants
n=4 Participants
|
13 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
Black or African American
|
57 Participants
n=93 Participants
|
58 Participants
n=4 Participants
|
115 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
Multi-racial
|
15 Participants
n=93 Participants
|
17 Participants
n=4 Participants
|
32 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
Other
|
27 Participants
n=93 Participants
|
23 Participants
n=4 Participants
|
50 Participants
n=27 Participants
|
|
Race/Ethnicity, Customized
White
|
34 Participants
n=93 Participants
|
35 Participants
n=4 Participants
|
69 Participants
n=27 Participants
|
|
Region of Enrollment
United States
|
145 participants
n=93 Participants
|
142 participants
n=4 Participants
|
287 participants
n=27 Participants
|
PRIMARY outcome
Timeframe: Baseline, 4 weeks, 3 months and 6 monthsPopulation: Only participants that completed the study were analyzed in the study
HTC attitudes were assessed with 7 items (e.g., "I feel it is important for me to get tested for HIV"). The items were scored on a 5-point scale ranging from - 2 (strongly disagree) to +2 (strongly agree) with positive values indicating healthier attitudes towards HTC. Participants had the option to respond "not sure" which was given a neutral score of 0. A mean of the seven items was calculated for each participant. A few items were reverse coded, because the lower value was indicating healthier attitudes. Not sure was coded as a neutral option. Higher scores equal more positive attitudes toward HIV testing and counseling.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Attitudes Around HIV Testing and Counseling
6 Months
|
0.65 score on a scale
Standard Deviation 0.66
|
0.27 score on a scale
Standard Deviation 0.62
|
|
Attitudes Around HIV Testing and Counseling
Baseline
|
0.33 score on a scale
Standard Deviation 0.65
|
0.33 score on a scale
Standard Deviation 0.70
|
|
Attitudes Around HIV Testing and Counseling
4 Weeks
|
0.74 score on a scale
Standard Deviation 0.66
|
0.26 score on a scale
Standard Deviation 0.59
|
|
Attitudes Around HIV Testing and Counseling
3 Months
|
0.67 score on a scale
Standard Deviation 0.64
|
0.24 score on a scale
Standard Deviation 0.63
|
SECONDARY outcome
Timeframe: Baseline, 4 weeks, 3 months and 6 monthsPopulation: Only participants that completed the study were analyzed in the study
Intentions were assessed with 7 items (e.g., "I intend to get tested for HIV at some point in the next 3 months" and "I intend to use a school-based health center to get tested for HIV". The items were scored on a 5-point scale ranging from - 2 (strongly disagree) to +2 (strongly agree) with positive values indicating healthier intentions. Participants had the option to respond "not sure" which was given a neutral score of 0. Higher scores equal greater intentions to get tested for HIV. The total range for scores was -14 to 14.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Intentions to Get Tested for HIV
4 Weeks
|
0.57 score on a scale
Standard Deviation 0.87
|
0.05 score on a scale
Standard Deviation 0.85
|
|
Intentions to Get Tested for HIV
Baseline
|
0.14 score on a scale
Standard Deviation 0.83
|
0.06 score on a scale
Standard Deviation 0.82
|
|
Intentions to Get Tested for HIV
3 Months
|
0.55 score on a scale
Standard Deviation 0.81
|
0.07 score on a scale
Standard Deviation 0.85
|
|
Intentions to Get Tested for HIV
6 Months
|
0.55 score on a scale
Standard Deviation 0.93
|
0.11 score on a scale
Standard Deviation 0.88
|
SECONDARY outcome
Timeframe: Month 1Population: Only participants that completed the study were analyzed in the study
The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 1
|
1 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: Month 2Population: Only participants that completed the study were analyzed in the study
The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 2
|
1 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: Month 3Population: Only participants that completed the study were analyzed in the study
The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 3
|
0 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: month 4The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 4
|
0 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: Month 5Population: Only participants that completed the study were analyzed in the study
The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 5
|
0 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: Month 6The number of participants tested for HIV was measured by tracking data reported by school-based health center staff. The school-based health center staff recorded (by study Id number) if participant came in for testing in the last month and the date of the test.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Number of Students Tested for HIV at Month 6
|
1 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: Baseline, 4 weeks, 3 months, 6 monthsParticipants' knowledge about HTC was measured with 12 questions (e.g., "If you are tested for HIV, you have to wait a long time to find out the results" and "The earlier HIV is caught, the better chance a person has of effectively managing the virus"). Participants responded true, false, or not sure. Responses were recoded into 1 (correct) or 0 (incorrect; responses of "not sure" were coded as incorrect) and a sum of all 12 items was calculated to provide a HTC knowledge score for each participant (Total range was from 0 to 12.) Higher values represent higher knowledge around HTC.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Knowledge About HTC
Baseline
|
8.18 score on a scale
Standard Deviation 2.68
|
7.74 score on a scale
Standard Deviation 3.11
|
|
Knowledge About HTC
4 Weeks
|
10.01 score on a scale
Standard Deviation 3.09
|
8.15 score on a scale
Standard Deviation 3.32
|
|
Knowledge About HTC
3 Months
|
9.91 score on a scale
Standard Deviation 3.06
|
7.92 score on a scale
Standard Deviation 3.61
|
|
Knowledge About HTC
6 Months
|
9.93 score on a scale
Standard Deviation 3.25
|
8.26 score on a scale
Standard Deviation 3.54
|
SECONDARY outcome
Timeframe: Baseline, 4 weeks, 3 months, 6 monthsPopulation: Only participants that completed the study were analyzed in the study
Self-efficacy for HTC was assessed with 4 items, rated on a confidence scale (e.g., "How confident are you that you could find information about how and where you can get STI and/or HIV testing?"). The total range was from 0-100. A higher score indicates a higher level of self-efficacy around HTC. A mean of the 4 items was calculated for each participant with higher scores indicating higher self-efficacy for HTC.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Self-efficacy Around HIV Testing and Counseling
Baseline
|
60.49 score on a scale
Standard Deviation 24.87
|
57.80 score on a scale
Standard Deviation 24.38
|
|
Self-efficacy Around HIV Testing and Counseling
4 Weeks
|
70.91 score on a scale
Standard Deviation 24.80
|
59.24 score on a scale
Standard Deviation 25.87
|
|
Self-efficacy Around HIV Testing and Counseling
3 Months
|
69.84 score on a scale
Standard Deviation 23.46
|
58.11 score on a scale
Standard Deviation 27.95
|
|
Self-efficacy Around HIV Testing and Counseling
6 Months
|
69.93 score on a scale
Standard Deviation 26.54
|
58.93 score on a scale
Standard Deviation 29.34
|
SECONDARY outcome
Timeframe: Baseline, 4 weeks, 3 months, 6 monthsPopulation: Only participants that completed the study were analyzed in the study
Self-efficacy for managing overall health was assessed with 4 items, rated on a 100% confidence scale (e.g., "How confident are you that you could discuss your health concerns with a health provider?"). The total range was from 0-100%.A mean of the 4 items was calculated for each participant with higher scores indicating higher self-efficacy for managing overall health.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Self-efficacy Around Overall Health
Baseline
|
76.84 score on a scale
Standard Deviation 22.47
|
73.33 score on a scale
Standard Deviation 25.59
|
|
Self-efficacy Around Overall Health
4 Weeks
|
78.00 score on a scale
Standard Deviation 24.12
|
71.09 score on a scale
Standard Deviation 26.45
|
|
Self-efficacy Around Overall Health
3 Months
|
75.53 score on a scale
Standard Deviation 25.29
|
68.31 score on a scale
Standard Deviation 29.21
|
|
Self-efficacy Around Overall Health
6 Months
|
76.53 score on a scale
Standard Deviation 24.45
|
69.36 score on a scale
Standard Deviation 29.77
|
SECONDARY outcome
Timeframe: Baseline, 4 Weeks, 3 Months, 6 MonthsPopulation: The number of overall analyzed at the different timepoints after baseline differ from the baseline numbers due to the fact that some participants missed the assessment time point window and did not complete the assessment; therefore those data points are missing.
At each time point the participants indicated whether they had ever been tested for HIV with the response options: yes, no, not sure, and decline to answer.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
HIV Testing and Counseling Behavior (Self-Report)
Baseline · Yes
|
12 Participants
|
9 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
Baseline · No
|
108 Participants
|
113 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
Baseline · Decline to Answer
|
5 Participants
|
3 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
Baseline · Not sure
|
20 Participants
|
17 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
4 Weeks · Yes
|
12 Participants
|
8 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
4 Weeks · No
|
106 Participants
|
107 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
4 Weeks · Decline to Answer
|
5 Participants
|
3 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
4 Weeks · Not sure
|
20 Participants
|
17 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
3 Months · Yes
|
10 Participants
|
7 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
3 Months · No
|
103 Participants
|
101 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
3 Months · Decline to Answer
|
5 Participants
|
3 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
3 Months · Not sure
|
19 Participants
|
17 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
6 Months · Yes
|
11 Participants
|
7 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
6 Months · No
|
104 Participants
|
103 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
6 Months · Decline to Answer
|
5 Participants
|
3 Participants
|
|
HIV Testing and Counseling Behavior (Self-Report)
6 Months · Not sure
|
19 Participants
|
16 Participants
|
SECONDARY outcome
Timeframe: BaselinePopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had HIV (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to HIV Testing
I don't know where to go
|
57 Participants
|
67 Participants
|
|
Perceived Barriers to HIV Testing
Outpatient clinic too far away
|
15 Participants
|
13 Participants
|
|
Perceived Barriers to HIV Testing
Costs too much
|
39 Participants
|
39 Participants
|
|
Perceived Barriers to HIV Testing
No time to get tested
|
15 Participants
|
22 Participants
|
|
Perceived Barriers to HIV Testing
Test pain/uncomfortable
|
57 Participants
|
54 Participants
|
|
Perceived Barriers to HIV Testing
Embarrasment
|
88 Participants
|
82 Participants
|
|
Perceived Barriers to HIV Testing
Someone might recognize me
|
60 Participants
|
63 Participants
|
|
Perceived Barriers to HIV Testing
Parents would find out
|
92 Participants
|
89 Participants
|
|
Perceived Barriers to HIV Testing
Boyfriend/girlfriend might find out
|
35 Participants
|
39 Participants
|
|
Perceived Barriers to HIV Testing
Parents' permission (afraid to ask)
|
52 Participants
|
48 Participants
|
|
Perceived Barriers to HIV Testing
Don't want to know if I have HIV
|
30 Participants
|
26 Participants
|
|
Perceived Barriers to HIV Testing
Friends might find out
|
30 Participants
|
26 Participants
|
|
Perceived Barriers to HIV Testing
Too much trouble
|
11 Participants
|
16 Participants
|
|
Perceived Barriers to HIV Testing
Little I can do if I have HIV
|
31 Participants
|
29 Participants
|
|
Perceived Barriers to HIV Testing
Other
|
10 Participants
|
10 Participants
|
SECONDARY outcome
Timeframe: 4 weeksPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had HIV (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to HIV Testing
I don't know where to go
|
23 Participants
|
53 Participants
|
|
Perceived Barriers to HIV Testing
Outpatient clinic too far away
|
9 Participants
|
16 Participants
|
|
Perceived Barriers to HIV Testing
Costs too much
|
17 Participants
|
41 Participants
|
|
Perceived Barriers to HIV Testing
No time to get tested
|
21 Participants
|
24 Participants
|
|
Perceived Barriers to HIV Testing
Test pain/uncomfortable
|
16 Participants
|
47 Participants
|
|
Perceived Barriers to HIV Testing
Embarrasment
|
81 Participants
|
82 Participants
|
|
Perceived Barriers to HIV Testing
Someone might recognize me
|
52 Participants
|
58 Participants
|
|
Perceived Barriers to HIV Testing
Parents would find out
|
67 Participants
|
79 Participants
|
|
Perceived Barriers to HIV Testing
Boyfriend/girlfriend might find out
|
24 Participants
|
29 Participants
|
|
Perceived Barriers to HIV Testing
Parents' permission (afraid to ask)
|
35 Participants
|
46 Participants
|
|
Perceived Barriers to HIV Testing
Don't want to know if I have HIV
|
21 Participants
|
20 Participants
|
|
Perceived Barriers to HIV Testing
Friends might find out
|
21 Participants
|
20 Participants
|
|
Perceived Barriers to HIV Testing
Too much trouble
|
7 Participants
|
13 Participants
|
|
Perceived Barriers to HIV Testing
Little I can do if I have HIV
|
18 Participants
|
21 Participants
|
|
Perceived Barriers to HIV Testing
Other
|
7 Participants
|
4 Participants
|
SECONDARY outcome
Timeframe: 3 monthsPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had HIV (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to HIV Testing
I don't know where to go
|
27 Participants
|
50 Participants
|
|
Perceived Barriers to HIV Testing
Outpatient clinic too far away
|
12 Participants
|
14 Participants
|
|
Perceived Barriers to HIV Testing
Costs too much
|
22 Participants
|
43 Participants
|
|
Perceived Barriers to HIV Testing
No time to get tested
|
18 Participants
|
29 Participants
|
|
Perceived Barriers to HIV Testing
Test pain/uncomfortable
|
13 Participants
|
45 Participants
|
|
Perceived Barriers to HIV Testing
Embarrasment
|
77 Participants
|
74 Participants
|
|
Perceived Barriers to HIV Testing
Someone might recognize me
|
51 Participants
|
62 Participants
|
|
Perceived Barriers to HIV Testing
Parents would find out
|
65 Participants
|
71 Participants
|
|
Perceived Barriers to HIV Testing
Boyfriend/girlfriend might find out
|
23 Participants
|
29 Participants
|
|
Perceived Barriers to HIV Testing
Parents' permission (afraid to ask)
|
31 Participants
|
44 Participants
|
|
Perceived Barriers to HIV Testing
Don't want to know if I have HIV
|
18 Participants
|
20 Participants
|
|
Perceived Barriers to HIV Testing
Friends might find out
|
18 Participants
|
20 Participants
|
|
Perceived Barriers to HIV Testing
Too much trouble
|
11 Participants
|
14 Participants
|
|
Perceived Barriers to HIV Testing
Little I can do if I have HIV
|
23 Participants
|
15 Participants
|
|
Perceived Barriers to HIV Testing
Other
|
6 Participants
|
8 Participants
|
SECONDARY outcome
Timeframe: 6 monthsPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had HIV (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to HIV Testing
I don't know where to go
|
28 Participants
|
47 Participants
|
|
Perceived Barriers to HIV Testing
Outpatient clinic too far away
|
12 Participants
|
20 Participants
|
|
Perceived Barriers to HIV Testing
Costs too much
|
19 Participants
|
42 Participants
|
|
Perceived Barriers to HIV Testing
No time to get tested
|
31 Participants
|
25 Participants
|
|
Perceived Barriers to HIV Testing
Test pain/uncomfortable
|
22 Participants
|
43 Participants
|
|
Perceived Barriers to HIV Testing
Embarrasment
|
81 Participants
|
69 Participants
|
|
Perceived Barriers to HIV Testing
Someone might recognize me
|
55 Participants
|
59 Participants
|
|
Perceived Barriers to HIV Testing
Parents would find out
|
74 Participants
|
69 Participants
|
|
Perceived Barriers to HIV Testing
Boyfriend/girlfriend might find out
|
26 Participants
|
33 Participants
|
|
Perceived Barriers to HIV Testing
Parents' permission (afraid to ask)
|
40 Participants
|
45 Participants
|
|
Perceived Barriers to HIV Testing
Don't want to know if I have HIV
|
20 Participants
|
19 Participants
|
|
Perceived Barriers to HIV Testing
Friends might find out
|
20 Participants
|
19 Participants
|
|
Perceived Barriers to HIV Testing
Too much trouble
|
11 Participants
|
11 Participants
|
|
Perceived Barriers to HIV Testing
Little I can do if I have HIV
|
21 Participants
|
25 Participants
|
|
Perceived Barriers to HIV Testing
Other
|
5 Participants
|
6 Participants
|
SECONDARY outcome
Timeframe: BaselinePopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had an STI (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to STI Testing
I don't know where to go
|
58 Participants
|
62 Participants
|
|
Perceived Barriers to STI Testing
Outpatient clinic too far away
|
13 Participants
|
17 Participants
|
|
Perceived Barriers to STI Testing
Costs too much
|
42 Participants
|
46 Participants
|
|
Perceived Barriers to STI Testing
No time to get tested
|
12 Participants
|
22 Participants
|
|
Perceived Barriers to STI Testing
Test pain/uncomfortable
|
50 Participants
|
51 Participants
|
|
Perceived Barriers to STI Testing
Embarrasment
|
85 Participants
|
90 Participants
|
|
Perceived Barriers to STI Testing
Someone might recognize me
|
56 Participants
|
63 Participants
|
|
Perceived Barriers to STI Testing
Parents would find out
|
87 Participants
|
92 Participants
|
|
Perceived Barriers to STI Testing
Boyfriend/girlfriend might find out
|
31 Participants
|
34 Participants
|
|
Perceived Barriers to STI Testing
Parents' permission (afraid to ask)
|
65 Participants
|
60 Participants
|
|
Perceived Barriers to STI Testing
Don't want to know if have STI
|
33 Participants
|
26 Participants
|
|
Perceived Barriers to STI Testing
Friends might find out
|
58 Participants
|
46 Participants
|
|
Perceived Barriers to STI Testing
Too much trouble
|
12 Participants
|
18 Participants
|
|
Perceived Barriers to STI Testing
Little I can do if I have a STI
|
31 Participants
|
26 Participants
|
|
Perceived Barriers to STI Testing
Other
|
11 Participants
|
11 Participants
|
SECONDARY outcome
Timeframe: 4 weeksPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had an STI (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to STI Testing
I don't know where to go
|
26 Participants
|
53 Participants
|
|
Perceived Barriers to STI Testing
Outpatient clinic too far away
|
11 Participants
|
13 Participants
|
|
Perceived Barriers to STI Testing
Costs too much
|
21 Participants
|
42 Participants
|
|
Perceived Barriers to STI Testing
No time to get tested
|
25 Participants
|
21 Participants
|
|
Perceived Barriers to STI Testing
Test pain/uncomfortable
|
18 Participants
|
46 Participants
|
|
Perceived Barriers to STI Testing
Embarrasment
|
78 Participants
|
81 Participants
|
|
Perceived Barriers to STI Testing
Someone might recognize me
|
52 Participants
|
58 Participants
|
|
Perceived Barriers to STI Testing
Parents would find out
|
71 Participants
|
75 Participants
|
|
Perceived Barriers to STI Testing
Boyfriend/girlfriend might find out
|
26 Participants
|
32 Participants
|
|
Perceived Barriers to STI Testing
Parents' permission (afraid to ask)
|
41 Participants
|
53 Participants
|
|
Perceived Barriers to STI Testing
Don't want to know if have STI
|
23 Participants
|
20 Participants
|
|
Perceived Barriers to STI Testing
Friends might find out
|
38 Participants
|
47 Participants
|
|
Perceived Barriers to STI Testing
Too much trouble
|
13 Participants
|
12 Participants
|
|
Perceived Barriers to STI Testing
Little I can do if I have a STI
|
13 Participants
|
22 Participants
|
|
Perceived Barriers to STI Testing
Other
|
8 Participants
|
4 Participants
|
SECONDARY outcome
Timeframe: 3 monthsPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had an STI (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to STI Testing
I don't know where to go
|
30 Participants
|
40 Participants
|
|
Perceived Barriers to STI Testing
Outpatient clinic too far away
|
11 Participants
|
14 Participants
|
|
Perceived Barriers to STI Testing
Costs too much
|
19 Participants
|
42 Participants
|
|
Perceived Barriers to STI Testing
No time to get tested
|
28 Participants
|
29 Participants
|
|
Perceived Barriers to STI Testing
Test pain/uncomfortable
|
13 Participants
|
38 Participants
|
|
Perceived Barriers to STI Testing
Embarrasment
|
71 Participants
|
74 Participants
|
|
Perceived Barriers to STI Testing
Someone might recognize me
|
50 Participants
|
60 Participants
|
|
Perceived Barriers to STI Testing
Parents would find out
|
63 Participants
|
72 Participants
|
|
Perceived Barriers to STI Testing
Boyfriend/girlfriend might find out
|
20 Participants
|
26 Participants
|
|
Perceived Barriers to STI Testing
Parents' permission (afraid to ask)
|
33 Participants
|
49 Participants
|
|
Perceived Barriers to STI Testing
Don't want to know if have STI
|
14 Participants
|
23 Participants
|
|
Perceived Barriers to STI Testing
Friends might find out
|
35 Participants
|
40 Participants
|
|
Perceived Barriers to STI Testing
Too much trouble
|
11 Participants
|
15 Participants
|
|
Perceived Barriers to STI Testing
Little I can do if I have a STI
|
20 Participants
|
17 Participants
|
|
Perceived Barriers to STI Testing
Other
|
4 Participants
|
8 Participants
|
SECONDARY outcome
Timeframe: 6 monthsPopulation: Only participants that completed the study were analyzed in the study
Perceived Barriers was measured with a one question instrument that asks participants what reasons would most likely keep them from getting tested if they thought they had an STI (examples of options were "I don't know where to go", "It costs too much"). The instrument allowed participants to select all reasons that apply.
Outcome measures
| Measure |
PlayTest! Game
n=145 Participants
Participants who were randomized to the intervention arm of the project, played the PlayTest! game on their assigned iPad, once per week for an hour, over the course of 4-5 weeks.
|
Control Games
n=142 Participants
Participants who were randomized to the control arm were provided a menu of attention control games to choose from on their iPads that had no content related to HTC or HIV. Some examples of control games that participants could play are: The Sims, Harry Potter, Subway Surfer, Tetris. Participants played the choice of control games on their assigned iPad, once per week for and hour, over the course of 4-5 weeks.
|
|---|---|---|
|
Perceived Barriers to STI Testing
I don't know where to go
|
28 Participants
|
48 Participants
|
|
Perceived Barriers to STI Testing
Outpatient clinic too far away
|
17 Participants
|
20 Participants
|
|
Perceived Barriers to STI Testing
Costs too much
|
23 Participants
|
46 Participants
|
|
Perceived Barriers to STI Testing
No time to get tested
|
36 Participants
|
30 Participants
|
|
Perceived Barriers to STI Testing
Test pain/uncomfortable
|
19 Participants
|
41 Participants
|
|
Perceived Barriers to STI Testing
Embarrasment
|
75 Participants
|
72 Participants
|
|
Perceived Barriers to STI Testing
Someone might recognize me
|
58 Participants
|
59 Participants
|
|
Perceived Barriers to STI Testing
Parents would find out
|
76 Participants
|
72 Participants
|
|
Perceived Barriers to STI Testing
Boyfriend/girlfriend might find out
|
23 Participants
|
31 Participants
|
|
Perceived Barriers to STI Testing
Parents' permission (afraid to ask)
|
46 Participants
|
48 Participants
|
|
Perceived Barriers to STI Testing
Don't want to know if have STI
|
19 Participants
|
17 Participants
|
|
Perceived Barriers to STI Testing
Friends might find out
|
36 Participants
|
37 Participants
|
|
Perceived Barriers to STI Testing
Too much trouble
|
11 Participants
|
16 Participants
|
|
Perceived Barriers to STI Testing
Little I can do if I have a STI
|
21 Participants
|
19 Participants
|
|
Perceived Barriers to STI Testing
Other
|
5 Participants
|
6 Participants
|
Adverse Events
PlayTest! Game
Control Games
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place