Trial reportClinical trials (London, England)2016
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.
Trial report in Clinical trials (London, England), 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 26 papers, 3 of them syntheses 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
26 citing papers in PubMed, 3 syntheses or guidelines pooled it, 45 citations in OpenAlex.
- Effectiveness of digital interventions to reduce school-age adolescent sexual risks: A systematic review.Journal of nursing scholarship : an official publication of Sigma Theta Tau International Honor Society of Nursing · 2025Pooled it
- A Review of Serious Gaming as an Intervention for HIV Prevention.Current HIV/AIDS reports · 2023Pooled it
- Electronic and other new media technology interventions for HIV care and prevention: a systematic review.Journal of the International AIDS Society · 2020Pooled it
- Perceptions of HIV-Related Comorbidities and Usability of a Virtual Environment for Cardiovascular Disease Prevention Education in Sexual Minority Men With HIV: Formative Phases of a Pilot Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- A Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2024Trial
- Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.Journal of medical Internet research · 2017Trial
- Efficacy of an Interactive Life Simulation Gaming App on Improving HIV Testing Uptake Among Adolescents and Young Adults at Risk for HIV: Results of a Randomized Controlled Trial.JMIR serious games · 2026Article
- Using games to identify adolescents at risk for substance misuse-a proof-of-concept study.Frontiers in health services · 2026Article
- Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial.JMIR serious games · 2025Article
- Pervasive Games for Sexual Health Promotion: Scoping Literature Review.JMIR serious games · 2025Review
- Serious Games as a Therapeutic Tool in Pediatric Urology: A Review of Current Applications and Future Directions.International neurourology journal · 2024Article
- Immersive interfaces for clinical applications: current status and future perspective.Frontiers in neurorobotics · 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
- Digital Health Promotion and Prevention in Settings: Scoping Review.Journal of medical Internet research · 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
- Exploring the Impact of the "RUEU?" Game on Greek Students' Perceptions of and Attitudes to European Identity.Frontiers in psychology · 2022Article
- A Gamified, Social Media-Inspired, Web-Based Personalized Normative Feedback Alcohol Intervention for Lesbian, Bisexual, and Queer-Identified Women: Protocol for a Hybrid Trial.JMIR research protocols · 2021Article
- Article
- A videogame intervention for tobacco product use prevention in adolescents.Addictive behaviors · 2019Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors at 2 institutions in 2 countries.
Funding
Abstract
backgroundTo address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents "where they live," we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps.
methodsWe developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, "travel" through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time "in-game" PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad(®), and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention.
resultsIn total, 333 boys and girls, aged 11-14 years, were randomized over a 14-month period: 166 were assigned to play PlayForward and 167 to play the control games. To date (as of 1 March 2016), 18 have withdrawn from the study; the following have completed the protocol-defined assessments: 6 weeks: 271 (83%), 3 months: 269 (84%), 6 months: 254 (79%), 12 months: 259 (82%), and 24 months: is ongoing with 152 having completed out of the 199 participants (76%) who were eligible to date (assessment windows were still open).
conclusionVideogames can be developed to address complex behaviors and can be subject to empiric testing using community-based randomized controlled trials. Although mobile technologies pose challenges in their use as interventions and in the collection and storage of data they produce, they provide unique opportunities as new sources of potentially valid data and novel methods to measure the fidelity of digitally delivered behavioral interventions.
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.