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.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

296 participants

Primary outcome timeframe

Baseline, 4 weeks, 3 months and 6 months

Results posted on

2024-02-15

Participant Flow

Participant milestones

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

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

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 months

Population: 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

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 months

Population: 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

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 1

Population: 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

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 2

Population: 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

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 3

Population: 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

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 4

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

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 5

Population: 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

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 6

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

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 months

Participants' 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

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 months

Population: 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

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 months

Population: 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

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 Months

Population: 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

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: Baseline

Population: 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

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 weeks

Population: 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

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 months

Population: 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

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 months

Population: 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

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: Baseline

Population: 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

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 weeks

Population: 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

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 months

Population: 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

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 months

Population: 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

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

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

Control Games

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

Tyra Pendergrass Boomer

Yale University

Phone: (203) 737-6101

Results disclosure agreements

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