Evidence map›Paper›PMID 27013483›Full record

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.

Lynn E Fiellin, Tassos C Kyriakides, Kimberly D Hieftje, Tyra M Pendergrass, Lindsay R Duncan, James D Dziura, Benjamin G Sawyer, David A Fiellin

Abstract readRandomized Controlled Trial
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
26citing papers in PubMed, 3 pooled it
15.5field-weighted citation impact, top 1% 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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

26 citing papers in PubMed, 3 syntheses or guidelines pooled it, 45 citations in OpenAlex.

  1. 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 · 2025
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  5. 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 · 2024
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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

8 authors at 2 institutions in 2 countries.

Lynn E Fiellinplay2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA lynn.fiellin@yale.edu.
Tassos C KyriakidesYale School of Public Health, New Haven, CT, USA.
Kimberly D Hieftjeplay2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA.
Tyra M Pendergrassplay2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA.
Lindsay R DuncanMcGill University, Montreal, QC, Canada.
James D DziuraYale School of Public Health, New Haven, CT, USA.
Benjamin G Sawyerplay2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA Digitalmill, Inc., Freeport, ME, USA.
David A Fiellinplay2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA Yale School of Public Health, New Haven, CT, USA.
Yale University · USMcGill University · CA

Funding

Yale Clinical and Translational Science Award (U Component)UL1TR001863 · NCATS · YALE UNIVERSITY · PI John H. Krystal, LUCILA OHNO-MACHADO · 2016 to 2026
$102.9M
An Interactive Video Game for HIV Prevention in At-Risk AdolescentsR01HD062080 · NICHD · YALE UNIVERSITY · PI FIELLIN, LYNN ELIZABETH · 2009 to 2013
$3.8M
NCATS NIH HHS UL1 TR001863NICHD NIH HHS R01 HD062080
6 · The paper itself

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

Research DesignRisk Reduction BehaviorVideo GamesAdolescentAlcohol DrinkingChildComputers, HandheldData Interpretation, StatisticalFemaleHealth Knowledge, Attitudes, PracticeHIV InfectionsHumansMaleMinority GroupsPeer InfluenceRiskAdolescenthuman immunodeficiency virusinterventionprimary preventionrandomized controlled trialrisk reductionvideogame

Identifiers

PMID27013483
PMCPMC4942329
OpenAlexW2315664626

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

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.