Evidence map›Paper›PMID 26510775›Full record

ArticleJournal of medical Internet research2015

Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

Erika Montanaro, Lynn E Fiellin, Tamer Fakhouri, Tassos C Kyriakides, Lindsay R Duncan

2 registry-linked trialsOpen access · goldAbstract read
In one paragraph

Article in Journal of medical Internet research, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 21 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
21citing papers in PubMed, 1 pooled it
10.7field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT01666496 nacompletednot on this map

An Interactive Video Game for HIV Prevention in Early Adolescents

TypeinterventionalSponsorYale UniversityRan2013 to 2016Enrolled333ConditionsHIV, Risk ReductionArmsExperimental Video Game, Off the Shelf Video Game
NCT06171633 naenrolling by invitationnot on this mapstarted 2024, after this paper: background citation

Ending Sexual Harassment - Teaching Of Principal Investigators

TypeinterventionalSponsorStanford UniversityRan2024 to 2027Enrolled2,160ConditionsSexual HarassmentArmsE-STOP online educational program (treatment condition), E-STOP online educational program (control condition)
3 · Its place in the literature

Who cites it

21 citing papers in PubMed, 1 synthesis or guideline pooled it, 32 citations in OpenAlex.

  1. Pooled it
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  11. Leveraging the Full Continuum of Care to Prevent Opioid Use Disorder.Prevention science : the official journal of the Society for Prevention Research · 2023
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  20. The future of digital games for HIV prevention and care.Current opinion in HIV and AIDS · 2017
    Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 2 countries.

Erika MontanaroYale University, New Haven, CT, United States. erika.montanaro@yale.edu.ORCID http://orcid.org/0000-0001-8936-6372
Yale University · USMcGill University · CA

Funding

INTERDISCIPLINARY HIV PREVENTION TRAINING PROGRAMT32MH020031 · NIMH · YALE UNIVERSITY · PI Trace S Kershaw · 1999 to 2026
$12.1M
An Interactive Video Game for HIV Prevention in At-Risk AdolescentsR01HD062080 · NICHD · YALE UNIVERSITY · PI FIELLIN, LYNN ELIZABETH · 2009 to 2013
$3.8M
NICHD NIH HHS R01 HD062080NICHD NIH HHS R01 HD062080-01NIMH NIH HHS T32 MH020031NIMH NIH HHS T32MH020031
6 · The paper itself

Abstract

backgroundVideogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed.

objectiveThe objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments.

methodsWe analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player.

resultsCompleting and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups.

conclusionsOur findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions.

trial registrationClinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg).

Indexed as

Substance-Related DisordersAdolescentEarly Intervention, EducationalFemaleHealth BehaviorHumansMaleRisk Reduction BehaviorTelemedicineVideo GameseHealthevaluationHIVintervention studiessubstance usevideo games

Identifiers

PMID26510775
PMCPMC4642786
OpenAlexW1870685740

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.