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.
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.
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.
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.
An Interactive Video Game for HIV Prevention in Early Adolescents
Ending Sexual Harassment - Teaching Of Principal Investigators
Who cites it
21 citing papers in PubMed, 1 synthesis or guideline pooled it, 32 citations in OpenAlex.
- Electronic and other new media technology interventions for HIV care and prevention: a systematic review.Journal of the International AIDS Society · 2020Pooled it
- Substance Use Screening and Prevention for Adolescents in Pediatric Primary Care: A Randomized Clinical Trial using the Family Check-Up.Research on child and adolescent psychopathology · 2023Trial
- Dismantling the theory of planned behavior: evaluating the relative effectiveness of attempts to uniquely change attitudes, norms, and perceived behavioral control.Journal of behavioral medicine · 2018Trial
- Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.Journal of medical Internet research · 2017Trial
- The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories.Clinical trials (London, England) · 2016Trial
- Digital Intervention Components for Preventing and Reducing Substance Use in Adolescents and Emerging Adults: A Comprehensive Scoping Review.Journal of prevention (2022) · 2026Article
- Using games to identify adolescents at risk for substance misuse-a proof-of-concept study.Frontiers in health services · 2026Article
- Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review.Children (Basel, Switzerland) · 2024Review
- Identifying Game-Based Digital Biomarkers of Cognitive Risk for Adolescent Substance Misuse: Protocol for a Proof-of-Concept Study.JMIR research protocols · 2023Article
- A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study.JMIR serious games · 2023Article
- Leveraging the Full Continuum of Care to Prevent Opioid Use Disorder.Prevention science : the official journal of the Society for Prevention Research · 2023Article
- The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review.JMIR serious games · 2023Article
- Game-based health education to improve ART adherence of newly diagnosed young people with HIV: protocol for a stepped-wedge design randomized controlled trial.BMC public health · 2022Article
- Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial.JMIR serious games · 2022Article
- Recommendations for the Development of HIV Prevention Interventions Among Latino Young Sexual Minority Groups.Sexuality research & social policy : journal of NSRC : SR & SP · 2021Article
- Article
- Effects of Social Cues on Biosecurity Compliance in Livestock Facilities: Evidence From Experimental Simulations.Frontiers in veterinary science · 2020Article
- One Night Stan: Feasibility Study of an HIV Prevention and Sexual Risk Reduction Social Card Game for Young Black Women.Games for health journal · 2019Article
- Willingness to Comply With Biosecurity in Livestock Facilities: Evidence From Experimental Simulations.Frontiers in veterinary science · 2019Article
- The future of digital games for HIV prevention and care.Current opinion in HIV and AIDS · 2017Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 2 institutions in 2 countries.
Funding
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
Identifiers
What OpenQuestion holds
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.