Trial reportAIDS care2018
Enhancing health among youth living with HIV using an iPhone game.
Trial report in AIDS care, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 33 papers, 7 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
33 citing papers in PubMed, 7 syntheses or guidelines pooled it.
- Effectiveness of Digital Health Interventions for Improving Antiretroviral Therapy Outcomes in People With HIV: Meta-Analysis and Trial Sequential Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- 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
- Systematic review and meta-analysis of interventions to promote medication adherence among children, adolescents, and young adults with medical conditions.Journal of pediatric psychology · 2025Pooled it
- Behavioral Theories and Motivational Features Underlying eHealth Interventions for Adolescent Antiretroviral Adherence: Systematic Review.JMIR mHealth and uHealth · 2021Pooled it
- Psychosocial interventions for improving engagement in care and health and behavioural outcomes for adolescents and young people living with HIV: a systematic review and meta-analysis.Journal of the International AIDS Society · 2021Pooled it
- Self-management interventions for adolescents living with HIV: a systematic review.BMC infectious diseases · 2021Pooled it
- Interventions to Improve Antiretroviral Therapy Adherence Among Adolescents and Youth in Low- and Middle-Income Countries: A Systematic Review 2015-2019.AIDS and behavior · 2020Pooled it
- Developing an app-based self-management program for people living with HIV: a randomized controlled pilot study during the COVID-19 pandemic.Scientific reports · 2022Trial
- Mobile Phone Access, Usage Patterns, and Perceptions of Adolescents Living With HIV on the Use of Gamified Interventions to Improve Antiretroviral Therapy Adherence in Eswatini: Qualitative Study.JMIR mHealth and uHealth · 2026Article
- Article
- Effect of a combined education program (game + health education) on antiretroviral treatment adherence among newly diagnosed youth with HIV: protocol for a randomized controlled trial.BMC public health · 2025Article
- Enhancing HIV Cognitive Abilities and Self-Management Through Information Technology-Assisted Interventions: Scoping Review.Journal of medical Internet research · 2025Article
- Mental health challenges and perceptions of stigma among youth living with HIV in Tanzania.PloS one · 2025Article
- Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain.JCO clinical cancer informatics · 2024Article
- Self-directed self-management interventions to prevent or address distress in young people with long-term physical conditions: A rapid review.Health expectations : an international journal of public participation in health care and health policy · 2023Review
- The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review.JMIR serious games · 2023Article
- Defining and Measuring Resilience in Children with a Chronic Disease: a Scoping Review.Adversity and resilience science · 2023Article
- Status-Neutral Interventions to Support Health Equity for Black Sexual Minority Men.Current HIV/AIDS reports · 2022Review
- Self-Management Frameworks for Youth Living with Human Immunodeficiency Virus.Pediatric clinics of North America · 2022Review
- Developing a Consensus for Adolescent and Young Adult mHealth HIV Prevention Interventions in the United States: A Delphi Method Study.JMIR formative research · 2022Article
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.
Funding
Abstract
backgroundDespite promising outcomes of antiretroviral therapy (ART), challenges to improving adherence among youth living with HIV (YLWH) exist. Mobile games are popular among youth and may improve skills related to resilience, coping, and ART adherence. This study examines the preliminary effects of an iPhone game/app on ART adherence, viral load, and relevant knowledge and attitudes among YLWH in Jackson, MS.
methodsA RCT with 61 YLWH tested the impact of BattleViro, an ART-related iPhone game, over 16 weeks. Participants, ages 14-26, were recruited from HIV clinics and randomly assigned to receive BattleViro or a non-HIV-related game. All participants received a medication monitoring device. Chi-square and t-test analyses examined baseline differences between conditions. Continuous outcomes were examined using analyses of covariance (ANCOVAs) controlling for baseline scores. Cohen's d effect size differences (ESD) between groups were calculated.
resultsThe sample was 79% male, 97% Black, and 74% non-heterosexual, with a mean age of 22 years. A third had started ART in the past 3 months. There were no demographic differences between conditions. Examination of ESDs revealed that BattleViro demonstrated promising, but nonsignificant, improvements in HIV knowledge (ESD = 0.50), ART knowledge (ESD = 0.42) and social support (ESD = 0.62). Exploratory moderation analyses revealed interactions between BattleViro and newly starting ART. Those newly starting ART in the BattleViro condition, compared to those in the control, experienced a 0.96 log greater decrease in viral load (ESD=-2.21, F = 4.33, p = 0.04), better adherence (71% vs. 48%; ESD = 1.15, F = 3.90, p = 0.05), more HIV knowledge (ESD = 0.90), and more ART knowledge (ESD = 0.72).
conclusionBattleViro showed promising improvements in HIV knowledge, ART knowledge and social support. Also, there was improved adherence and viral load outcomes specifically among those newly starting ART. ART initiation may be an opportunity to empower and motivate YLWH to build healthy skills.
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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.