This study will aim to assess the acceptability, usability and efficacy of using state-of-the-art video game technology to increase HIV testing among adolescents and young adults (AYA) ages 13-24. AYA often lack awareness of their personal risk of contracting HIV and where to go for testing and care. This lack of awareness has contributed to poor uptake of HIV testing among AYA despite engagement in high risk behaviors. The goal of this project is to harness this strong motivation to play games to increase HIV testing. Previous games for behavior change have yielded early success for increasing target behaviors among their sample populations, yet research on increasing HIV testing among AYA through gaming has been limited. This intervention builds on prior formative work and is designed to offer AYA personally-tailored risk messages and supports their accessibility to HIV testing and prevention services through an innovative gaming approach that is sharable over social media with in-game rewards for sharing the game with peers. The specific aim of this study is to determine the efficacy of a life-simulation game in changing HIV testing, knowledge, and risk behaviors among AYA at risk for HIV.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
SCREENING
Masking
NONE
Enrollment
300
An enhanced life-simulation prototype of a playable interactive game to increase HIV testing.
A mobile application that will include basic information on HIV basics (e.g., routes of transmission, data on the epidemiology of HIV among youth), prevention information, and information on HIV testing and PrEP, as well as a link to the HIV risk estimator, and HIV testing and PrEP locators.
George Washington University Milken School of Public Health
Washington D.C., District of Columbia, United States
HIV testing
Self-reported HIV testing in the past 6 months
Time frame: prior 6 months
Intent to test for HIV
Intent to test will be assessed using a validated 6-point Likert scale
Time frame: baseline, 1, 3, 6 months
HIV knowledge
18-item scale
Time frame: baseline, 1, 3, 6 months
HIV risk perception and behaviors
8-item scale and perceived likelihood of getting infected (0-100%)
Time frame: baseline, 1, 3, 6 months
Knowledge of PrEP
Has participant heard of PrEP at specified time period
Time frame: baseline, 1, 3, 6 months
CDC risk estimator scores
Time frame: baseline, 1, 3, 6 months
Frequency of game use
Time frame: 1, 3, 6 months
PrEP screening
ever been screened for PrEP eligibility
Time frame: baseline, 1, 3, 6 months
PrEP use/uptake
been prescribed/taken PrEP
Time frame: baseline, 1, 3, 6 months
PrEP locator use
Number of linkages to PrEP locator
Time frame: baseline, 1, 3, 6 months
Duration of game use
Time frame: 1, 3, 6 months
Reasons for continued or discontinued use of game
Time frame: 1, 3, 6 months
HIV locator use
Number of linkage to HIV testing locator
Time frame: baseline, 1, 3, 6 months
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