Trial reportJournal of medical Internet research2017
Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.
Trial report in Journal of medical Internet research, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 39 papers, 8 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.
An Interactive Video Game for HIV Prevention in Early Adolescents
Ending Sexual Harassment - Teaching Of Principal Investigators
Evaluating the Impact of a Contraception Education Game: What's My Method? on Contraceptive Self-efficacy and Clinical Outcomes in Barbados
Who cites it
39 citing papers in PubMed, 8 syntheses or guidelines pooled it, 81 citations in OpenAlex.
- Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Use of Behavior Change Techniques in Digital HIV Prevention Programs for Adolescents and Young People: Systematic Review.JMIR public health and surveillance · 2025Pooled it
- 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
- Pooled it
- Evaluating the validity of game-based assessments measuring cognitive function among children and adolescents: A systematic review and meta-analysis.Progress in brain research · 2023Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- Electronic and other new media technology interventions for HIV care and prevention: a systematic review.Journal of the International AIDS Society · 2020Pooled it
- A Digital Behavioral Health Game for Adolescent Mental Health: A Prespecified Secondary Analysis of a Randomized Clinical Trial.JAMA network open · 2026Trial
- 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
- 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
- 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
- Inclusion of underserved young people in digital public health interventions for mental health, sexual health and substance use: A systematic review and intervention component analysis.Internet interventions · 2026Review
- Using games to identify adolescents at risk for substance misuse-a proof-of-concept study.Frontiers in health services · 2026Article
- A videogame for perceived risk of harm from opioid misuse in adolescents: a randomized controlled trial.Nature health · 2026Article
- Supporting contraceptive self-care and reproductive empowerment with a digital health game in Barbados: Development and Pre-implementation study for What's My Method?Gates open research · 2024Article
- Let's Talk About Condoms: Social Engagement in a Sexual Health Intervention Targeting Young Adults in Denmark.International journal of sexual health : official journal of the World Association for Sexual Health · 2024Article
- 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
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
11 authors at 1 institution in 3 countries.
Funding
Abstract
backgroundHuman immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed.
objectiveWe hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents.
methodsParticipants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks. Assessments were conducted at 6 weeks and at 3, 6, and 12 months. Primary outcome was delay of initiation of vaginal/anal intercourse. Secondary outcomes included sexual health attitudes, knowledge, and intentions. We examined outcomes by gender and age.
resultsA total of 333 participants were randomized to play the intervention (n=166) or control games (n=167): 295 (88.6%) were racial/ethnic minorities, 177 (53.2%) were boys, and the mean age was 12.9 (1.1) years. At 12 months, for the 258 (84.6%) participants with available data, 94.6% (122/129) in the intervention group versus 95.4% (123/129) in the control group delayed initiation of intercourse (relative risk=0.99, 95% CI 0.94-1.05, P=.77). Over 12 months, the intervention group demonstrated improved sexual health attitudes overall compared to the control group (least squares means [LS means] difference 0.37, 95% CI 0.01-0.72, P=.04). This improvement was observed in boys (LS means difference 0.67, P=.008), but not girls (LS means difference 0.06, P=.81), and in younger (LS means difference 0.71, P=.005), but not older participants (LS means difference 0.03, P=.92). The intervention group also demonstrated increased sexual health knowledge overall (LS means difference 1.13, 95% CI 0.64-1.61, P<.001), in girls (LS means difference 1.16, P=.001), boys (LS means difference 1.10, P=.001), younger (LS means difference 1.18, P=.001), and older (LS means difference=1.08, P=.002) participants. There were no differences in intentions to delay the initiation of intercourse between the two groups (LS means difference 0.10, P=.56).
conclusionsAn interactive video game intervention improves sexual health attitudes and knowledge in minority adolescents for at least 12 months.
trial registrationClinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6syumc9C0).
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.